Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Poil
Mar 17, 2007

Eli Barracuda, and Alexis.

Adbot
ADBOT LOVES YOU

Poil
Mar 17, 2007

Nice. But you didn't leave any space for traps inside the entrances. Traps are fun, stylish and a must have for any serious villain otherwise you might as well move from the island and just rent some office space.

The game is good enough that you can just mod it yourself with notepad if you want to. Increasing the minion capacity to 150 or 125 makes it a lot less painful.

Poil
Mar 17, 2007

KazigluBey posted:

Anyone else who played it here ever do the silly distraction Topside Shack trick? You see that Topside Shack Grey Hunter's money started in? By building a bunch of them and putting doors with maximum security clearance on them you create spaces that your minions ignore but that attract agent attention- except there's nothing in them! They waste time cracking them open instead of poking their noses in your main base!
Oh yes. The shacks are very expensive but it works amazingly good. I put a barracks inside with some lockers, waste not.

Poil
Mar 17, 2007

You don't have to put your serious traps in the main corridors, you can make some twists and turns and build your base further in. The entire first bit could be small rooms and dead ends with doors, maybe a square corridor loop so agents just get lost walking back and forth and in circles and get hit by draining traps over and over. The "lethal" traps are kinda bad since they don't deal enough damage and turn agents into rage machines who start smashing everything and killing everyone.

There is also the way of making an entrance in the back of the mountain with a door, a short u-shaped corridor and another door leading out. Hours of fun for the agents.

Poil fucked around with this message at 20:26 on Aug 17, 2019

Poil
Mar 17, 2007

wedgekree posted:

It'd be nice if among the UI improvements for 'out in the world' would include Not having the 'hide' command time out after X seconds and yo ucould put minions on it until turned off
It's timed so they'll go back to work on their own once it's safe. It doesn't quite work, but that's too much of a spoiler even in a spoiler tag I think.

Poil
Mar 17, 2007

I wonder why tourists keep coming to a completely empty island where they just walk around until they stumble upon what is obviously private property and workers moving around so they decide to just stroll in? At least you can capture them and put them through non-/lethal torture and have them escorted outside. Freaking jerks.

Poil
Mar 17, 2007

A fun thing with the hotel is that not only does it cost a ton of money to build, it requires staff who will be put at extreme risk if a large group of enemy agents with assault rifles move in and of course you need multiple ones to fully occupy tourists. Because of course you do. If you only have one they'll spend some time there and then go and wander off into your base again. Enough hotels and they are almost guaranteed to walk about between them instead but that would easily cost over half a million.

Poil
Mar 17, 2007

Veryslightlymad posted:

Are Japan and Cuba not worth sending guys to,
Not really. All areas have a wealth and danger number, with the higher the wealth the more you steal every tick and how much heat you get(?). The Middle East, the Midwest, SE Asia and Europe are the best places to steal from. All Soviet controlled tend to have lower wealth so there's not much point. Money trickles in slow enough as it is.


Zanzibar Ham posted:

I guess I got confused or missed the part where you explained it, though from seeing what people wrote earlier I understand that is in fact the case.

But how do traps generate money exactly? Are there contraptions that pick people up and shake them down for cash like in old cartoons and such?
If you combo traps you get extra money from nowhere. For example using a windtrap to throw someone into a wall gives nothing but setting it up so an agent who sets of a windtrap gets blasted down the corridor, hits a turn with a second windtrap and then slams into the wall above a piranha tank gives a small bonus. In normal circumstances it doesn't even pay for the traps but it's fun. I think the exploit is to set up some horrendous perpetual trap that never stops blowing agents in a circle to make infinite money.

Adbot
ADBOT LOVES YOU

Poil
Mar 17, 2007

Lord_Magmar posted:

This move is probably the hardest and most awkward part of the game in my opinion.
Especially since the game keeps running like usual with agents and super agents spawning as if you had even finished your most basic rooms.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply