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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I usually pick Max since he's the closest to an old school Bond villain but as someone mentioned is special ability is bugged (not that I use them anyway) and I'm not sure if that would put a dent in Gray Hunter's plans.

So in that case I'd have to pick Alexis, she's a close second because of her huge influence radius (so I can just park her in the control room and worry about other things) and because she has always reminded me of Felicity Dumas.

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Poil posted:

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.

In addition to the empty shack rooms Grey Hunter is already going to try, the windy hallway of doors was my primary defense against enemy agents as well. Traps, while sometimes good for a laugh, take up a lot of space, a lot of power and a lot of money. Ultimately not being worth it.

And while we are evil you actually don't want to murder everyone who sets foot on the island; that's a good way to set yourself up for an infinite heat generating feedback loop as more and more agents visit your island looking for the last group of agents that visited your island. Eventually they start shooting first and asking questions never (this is especially fun if you have a hotel set up on the island, as well). The giant pile of bodies that tends to build up at this point will generate a shitload of heat if anyone does manage to escape and while your minions run around cleaning up the mess it is a real moral sapper.

In the end, the best way to deal with agents (that aren't already violent) is to have a camera watching your fun-house entrance and have your social minions escort people back outside. Doesn't work against all intruders but the ones that do slip through can be easily taken care of.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Grey Hunter posted:

Yeah, its fine. those bunk beds burn down.....

If I remember correctly, you can place beds in such a way that only one side is accessible and they'll still work fine. The one guy getting trapped between the rows was a freak accident but if you move the beds over it'll prevent others from getting trapped and give you more space to place more lockers against the other wall. Until you're able to research other equipment the barracks takes up a shitload of room since one locker only supports 1 minion and you gotta squeeze as much in as possible to save space.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Hotels are good at keeping tourists bottled up while they are on your island - in the day they will stick to the lounge instead of wandering the island and at night they will stay in any vacant rooms and out of your lair (without a hotel tourists never sleep). The problem is that a hotel can only be staffed by social minions, who can never arm themselves and are extremely vulnerable in combat. This forces you to have some of your most vulnerable minions wander around outside the base and with no backup. So if you ever plan on doing an act of infamy that is going to attract a lot of attention you need to shut everything down and make sure everyone makes their way back to the base. This leads you to having to constantly micromanage it, which can be annoying.

It may also cause issues when one of your guard minions decides to patrol out to the hotel. If you are on yellow alert a dude wearing a bright orange jumpsuit with an M16 slung over his back is going to generate a lot of attention. More hostile agents will also shoot on sight and begin killing people one by one as they wander out alone.

The hotel can be useful but you need to keep such a close eye on it, it's almost not worth it.

The fake hallways and doors to waste everyone's time is your best bet to keeping your base hidden.

Psychotic Weasel fucked around with this message at 14:24 on Aug 21, 2019

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Also Grey, since you asked for a hint, I don't want to tell you what missions to focus on next since I've long since forgotten the most efficient route through the game but I will say you don't want to raise your infamy level before you absolutely have to. Once it reaches certian thresholds, "things", will begin to happen, and if you aren't prepared they will make your life a complete hell.

And one final piece of advice, with the way your current security system is set up it is currently not functional. You have a security station that is manned and connected to cameras (which is good) but it looks like you are missing one final piece to make it complete. It looks like you don't have any loudspeakers placed yet, meaning while your security guy can see intruders he can't warn anyone about them. So only minions within line of sight of someone will react to them.

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
When adding wings to a hotel they need to attach directly to the hotel lobby piece, they also have a 'front' and 'back' so to speak. The end with no wall segments goes agianst the lobby. I don't remember if you have to have the lobby built before adding the wings or not but I'm pretty sure you don't and can just queue up construction in advance.

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