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thetruegentleman
Feb 5, 2011

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Maximilian's special ability doesn't work, so he's kind of the worst by default without an overhaul mod: my favorite one doubles his stat boosts to minions.

If Grey Hunter is going Vanilla come hell or highwater, I'd suggest Alexis since she has my favorite henchman and an ok-ish ability.

The game really needs mods: some minions are useless, they won't carry guns unless you put up with the yellow alert sound, some henchmen will destroy your own base...yeah. On the bright side, at least fixing the worst of it is more-or-less easy.

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thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

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mllaneza posted:

Maximilian because Blofeld is one of the few competent evil masterminds, and cheap tech is always a strong advantage.

He doesn't have cheaper tech; a bug prevents that from working.

luxury handset posted:

if you double click the alert button the sound fades away

thank you, my brain, for remembering this pro tip but not remembering my mom's birthday

Really good to know, but still annoying: much prefer to have all my construction people just carry handguns by default, except when hand-to-hand is buffed. Then it's just the scientists who get handguns.

thetruegentleman fucked around with this message at 22:11 on Aug 16, 2019

thetruegentleman
Feb 5, 2011

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Volmarias posted:

This was a fun game, but I always ended up stuck at some point where I just couldn't progress on some objective, and entered a spiral of constantly being on red alert to fight off the agents while trying to get enough gold to just cover upkeep.

That's the end result of the game shipping unfinished: there are a number of bugs that never got fixed, the worst of which is that social minions (who are supposed to reduce heat from minions) actually generate more heat than they can possibly reduce, making them absolutely useless if you don't mod them. Also, there were supposed to be other features: missions were supposed to be way more involved (with actual player choices affecting the outcome,) minions were supposed to have special abilities, henchmen were supposed to have personality traits that made them act in certain ways, that sort of thing.

Instead, they finished the game, but only just. At a bare minimum, I'd either fix the social minion heat bug or dramatically increase the cash flow before playing.

thetruegentleman
Feb 5, 2011

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You might have enough traps to start getting money from them, since it's usually a better source than stealing because of how heat works; maybe it's too early though, don't really remember.

thetruegentleman
Feb 5, 2011

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Kobal2 posted:

A trick that works pretty well, which Grey hasn't used, to reduce unnecessary to-and-fro between the public/private base to a minimum is to have the treasury be only accessible by door from the deepest recesses of the private base but have a two-wide hole in its wall right in the entrance hallway. Build the suitcase rack there, facing outwards, and minions can deposit and withdraw moolah without having to enter the base at all which speeds things up considerably ; but agents won't pass through or be able to see the piles of ill-gotten gains. The rack itself isn't suspicious, so it's really the perfect setup.

This doesn't work unless the floor is filled entirely with gold, because Agents will still just teleport in and out. Even then, this allows certain agents to teleport around your base freely if you get unlucky. Also, cheating is lame.

Poil posted:

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.

You do technically need two, but you don't need more staff for them: just place things like the casino and the bar far apart, and they will spend most of their time running between the two. You can also mod in a hotel-base entrance, which makes the hotel your new hidden entrance, which I love for the role-play if nothing else.


Fish Noise posted:

I'm vaguely recalling that a lot of this game was basically just grappling with the pathfinding, and the more I think about it, the more I get the feeling that my old open plan base may have been done out of anger at said pathfinding

Agents at least seem to kind-of follow line-of-sight, so you can make bends and the like at the base entrance to throw them off a bit. Minions will always be dumb, but grouping rooms together does help, although that also makes putting the small-heat objects at the front of the base a waste at best.

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thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Just so you know, CTRL+Click tags an entire squad of agents, no need to issue tags one at a time. You might also consider using the barracks as a hallway, so you can stuff them with lockers.

The only place you should use lethal traps is at places like the powerplant, freezer, and vault: the powerplant because any agents who get there will need to be killed quickly regardless, and the vault because agents love it and losing a few workers is no big deal, so you can go bananas with the flamethrower pirhanna sharks.

Everywhere else should be things like chained non-lethal windtraps into smart traps, so you can at least get money when your minions get blown away with the agents. Also, you can set the traps to sensors in the command room and you can have them going off all the time, even when agents would otherwise avoid triggering them; great for the traps in shacks.

Anyhow, I recommend The Matron, Kane, and/or Jubei. Matron is just generally useful (covers heat, targets smarts, boosts later henchmen with long cooldowns,) Kane has that Smooth Operator, Jubei can nuke down super-agents.

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