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Kobal2
Apr 29, 2019
All I remember from this game is that Lord Kane was severely OP if you abused a quirk of his distraction power. Also the infinite money maid trick. And the hulk-based trap powering system.

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Kobal2
Apr 29, 2019

Poil posted:

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.

IIRC tourists are introduced at the same time as topside shacks & hotels. Which makes sense as a cover : a remote luxury paragliding resort helps explain why there's so many boats and planes going to/leaving this remote speck in the middle of the ocean.
The problem, gameplay-wise, is that topside hotels work gently caress all. Neither do any of the stuff the game will introduce to conceal or block the Evil Lair's entrance ; simply because your minions keep going in and out all the time which attracts tourists and agents alike. Which is a shame because said stuff is loving hilarious. The only workable way to construct the base is for it to be two-tiered : a zone up front with all the non-suspicious rooms (peppered with lots of fake heavily locked doors in snaking corridors to waste agents' time) and an unassuming corridor at the back leading into the sooper sikrit eeeevil rooms.

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.

Kobal2
Apr 29, 2019

thetruegentleman posted:

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.

They only teleport into rooms where it's physically impossible to get in, i.e. if there's no way to enter the room at all. In my method, there is a way; and a door - it's just located at the end of the most super trapped deepest path at the heart of the lair with a couple layers of armed guards and poo poo. But it's also connected to the outerbase by an impassable obstacle/ATM. As for it being cheating, meh. Honestly it just saves on dumbass pathfinding - it's not like agents cannot physically find the room, it just saves minions trips from helipad to deepest heart of the base and back again. Agents would emphatically NOT be getting anywhere near either way.

Kobal2
Apr 29, 2019

Zanzibar Ham posted:

Oh okay, so that chamber Grey made is basically supposed to be a giant hamster wheel powering up a money-printer. I can dig it.

Not quite yet. Traps and their triggering mechanisms are, by design, impossible to chain infinitely and eventually agents are going to dodge the trigger, blow it up, then proceed to blow the everloving gently caress out of the entire setup. The only way to make a perma-trap is by having the traps powered by something other than agents blundering into them - but at that point a good setup really does border on exploitative because you can have every agent in the world endlessly spinning. They don't die, but they can't come home either so they can't ever be replaced by other agents.

EDIT : Grey's trap is further imperfect because agents lose health when they slam into walls so his hamster wheel eventually kills (which promises some hilarity when brain addled minions come in to haul the corpses away)

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