Evil Genius 2

Evil Genius 2

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Davemented May 17, 2021 @ 9:16pm
All casino, no traps?
Has anyone tried having a massive casino on their main floor, using slots and guide rails to direct investigators on the longest path, placing plenty of the right stations and filling it chock full of social minions to reduce resolve before they reach the base itself?

I've set up a "trap" wing for investigators to enter (and they always do) but no matter how I set it up they stroll through as a pack and disable everything. Having them set to "distract" usually gets them down more resolve from social minions by the time they get to the traps than from the traps themselves. At this point I'm tempted to bulldoze the whole trap wing and just make more casino out of it.

(yes I know about doubling up fans & magnets and using lots of bees and freeze rays)
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JCH May 17, 2021 @ 10:53pm 
I want to try that in my second campaign. I'm in Montañas Gemelas and maybe I make the hole floor a casino. So even when Agents came from the back door, keep getting in the casino.

1
brooklyncontrivance May 17, 2021 @ 10:54pm 
Yes. Well, yes and no. Prior to 1.3 you didn't need a large casino, railed paths or many objects, just a ton of social minions. Combined with managing heat on the world stage would result in never having to deal with agents higher than level 5 if you were careful. Level 5 agents were easily dealt with in the casino, so that pretty much did it.

1.3 changed the way agent level is determined so pretty much guaranteed you'll eventually be seeing investigators at level 9. The higher level investigators are much more prone to starting fights when you attempt to distract them, so it's difficult (though not impossible) to reduce a high level investigator's resolve to 0 before they start a fight.

Another forum user made the novel suggestion of keeping your muscle minions and henchmen far away from the transition point where the casino joins the base, the idea being to allow the investigator to murder the social minion attempting the distraction without there being any consequences afterwards. If the fight isn't witnessed by a muscle minion or henchmen, once the social minion is dead the investigator will stop combat and another distraction attempt can be made on them. Works surprisingly well, and seems to perform better than a huge, on-rails casino does.

I've won five games (both pre and post 1.3) relying on the casino, and I've yet to use traps seriously, so it can and does work.
cfsmy May 17, 2021 @ 10:58pm 
Originally posted by Davemented:
(yes I know about doubling up fans & magnets and using lots of bees and freeze rays)

If you know how to make a successful trap combo why not use it? I got one room extra casino for my initial one and 2 trap corridors and I can even turn high lvl agents in hard mode.

Having one big casino is not a good thing I think, because your minions never man the tables at the entrance, they cannot go that far easily. And if you put staff room in the middle of casino soldiers will raid it you will have trouble all the time.

One thing I can suggest for your tagging problem is line of sight. If your minions don't see them getting in your trap corridor they wont stop the tagged agents. So you can put a wall in front of your trap corridor entrance to do that (hopefully devs will give us a remove tag zone so we don't need that but at this time LOS trick works).
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Date Posted: May 17, 2021 @ 9:16pm
Posts: 3