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SPOILERS for chapter 3 follow...
Thanks again!
https://steamuserimages-a.akamaihd.net/ugc/952963547517705355/0DF8497D6A9230E2824F4C1EDDD474A04EDE0DC3/
- Final Days to acquire items should be the 18th for Angels, 20th for Ferris, 22nd for Gammon. my reasononing behind this is that on the 18th you recieve a message from gallihad saying that "You should have acquired the poison by now". On the 20th you recieve a message from galihad stating "You chould have acquired the chemical by now" and on the 21st you recieve the message "If you havent made the poison by now get to it". Problem is that on the 21st/22nd you dont get another Gam Mission to complete the poison before daves final farwell week my reccomendation is that on the 22nd to allow a split for Gammon / Daves as a last chance failsafe.
- Players are also pressured to finish the RessistR missionsf and have to sometimes borderline pass missions and also to take days off in order to rest. I was impressed with the mechanic but the other issue is that on this month most days are restricted to 4 Miss / 5 Fail and when then nightclubs majority request 10-15 it gets VERY DIFFICULT cause you have to pick and choose your battles for 3 weeks and to be honest I failed one Angels and Ferris on the first week learning their different requirements AND trying to complete RessistR. I finished gammon good enough but I was unable to finish the poison because I acquired the Poison + Checmical on the last week (18th/20th) but I was hoping that I would be able to get at least 1 day to finish the poison but it was replaced all with Daves.
- Daves missions are in my opinion to (should) be the hardest missions avaliable as Dave is heavily regulated by the BA goverment. They should have increasing levels of difficulty by increasing number of minimum guests and as you have to use all 4 elements of the game (General, Guestlist, VIP, Contraband) with very little to no room for failure (1 Warn, 2 Fine, 3 Shutdown). This would be a good mechanic to implment to reduce a players social score to dangerous levels (if you fail 6-7 you lose 60-70 Points!) and no way that Jupp will allow you to work the ball with 30> Social score.
I eventually figured out I'd looked at enough ID cards to die, reloaded a save to try to skip work and discovered that I couldn't skip the 15th, presumably because it was the first day of the rock concert and death itself would not dissuade me; nor the 14th because it was a Jupp job; nor the entire previous week because as far as I, the player character or his calendar knew, that whole week was needed to get the poison equipment.
I almost gave up the game entirely, having no desire to replay over a week of missions, one of which (the 13th) I'd restarted three times to make sure I got the poison kit and all the resistance demands out of the way, which left no margin for mistakes.
If I hadn't been annoyed enough to come here looking for trouble, find & read this thread, reload into the 15th to check the updated calendar revealed on that day, carefully look through every day to find an optional 5th Ferriss mission right at the end of the week, then use my magical foreknowledge to reload into the 13th and sleep bitterly through the job I'd spent ages getting just right, I'd've given up right before the game's climax.
Extra medical bills would've been fine, and would've acted as a more visible warning for an upcoming failure state - I'd bought everything and had thousands to spare. Forgetting to check one number buried in the UI for an hour does not seem like an offence that warrants the developers turning the game off until I win a boss battle with the save files.