TL;DR: I yap about stuff that'd be cool to see for revamps of existing systems
We've got Crimes 2.0, being a massive success (and one of the sole reasons I continued to play the game) and I just wanted to throw out some general ideas for what some other revamps for systems that (as far as I know) are old could potentially look like.
Missions 2.0 is something I would really personally look forward to. I don't know if or when it might have been reworked in the past, but it feels like it could use a facelift. For now, it's just the same cycling list of missions in different difficulties - and with all those other potential contractors outside of Duke being put to no use at all.
For example, there's that one Amanda Ravenscroft. I could totally see her being a chemist NPC contractor that might give missions to get her specific material items. Not only would this create some demand for potentially otherwise worthless items in the economy, but it would provide a new line of missions. Hell, I'd even offer to write them for free if that's the holdup.
Duke could remain a contractor offering mostly missions about attacking people - enforcing his will as a loan-shark. Him having more hard-headed missions would fit with his personality.
In terms of mechanics, Missions 2.0 could provide 3 missions randomly split across all your unlocked contractors - a variety to accept each day. Maybe each contractor could have their own mission credit shop with different items - Duke with weapons, sticking to his theme. Maybe a contractor like Amanda could stock medical items and chemicals like chloroform (Thus providing more ways to get items for Organized Crime)
Maybe different events could have their own temporary contractor? Like the easter bunny giving some quests during the egg hunt. Just felt like adding that.
I dunno. This depends entirely on the types of NPCs the devs would want to make. I'm not knowledgeable enough to predict this. We could get Leslie as a contractor for all I know.
Travelling 2.0 is just a random idea I had one night based off of the ability to travel from one foreign country to another. Imagine if you could travel from China to Japan. It would make sense, but the game doesn't allow it.
Maybe consider the idea of a limited inventory - a tab named "luggage" with the items you're able to carry. Before taking off, you could bring some items with you. Imagine you're stuck in a foreign hospital but you brought morphine with you - you don't have to rely on a revive to get out quicker.
I also thought there might be a new country you could go to that has a gym. You travel 2 hours out, you can use your energy there. It'd be a nice place to hide out without having to lose all your natural energy (especially if you don't want to attack people abroad). The gym gains/quality wouldn't have to be good or anything. Maybe something just good enough that new level 15s that start travelling can go there for better gym than their one in Torn city. Kind of like how there's a good gym inside the jail.
Properties 2.0 I don't have many ideas for. All I thought of was that there was SURELY more space for people on a private island than two. A palace wouldn't just have two rooms. Nor a castle. Of course, this is really poorly balanced but properties have been the same for as far as I can remember.
If anyone has any ideas that they think might be cool for a revamp of any of these systems, please chip in. I just wanted to throw some of these out there as concepts some people might find cool.
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EagleEyedKiller [2308308] Level 70 Sky Bar SkyB Leader
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- Missions 2.0? Travelling 2.0? Properties 2.0?
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A cop pulls over a miner.
"What do you do? Whose car is this? Where are you going?" The cop asks
"Mine." The miner replies.
"You're welcome, just don't stick it in the outlet anymore, ok?"
"Fact: Dying is not good."
With the bazaar 2.0 rework, there are a two things I would've found pretty nice to have.
- The ability to set a bazaar to faction-member only, so that only they can purchase from it. For if someone wants to sell stuff and keep money within the faction.
- The ability to set a bazaar to friends only. For similar reasons, and to have a sort of whitelist for who can buy from you. We already have the idea that enemies can't purchase from your bazaar.
Recent archived posts
Watch next crime drop tomorrow
please grave this.
Is there any option to build the bot from source to run it locally? Would the license permit it, and would the code itself be made in a way that allows it?
I saw the title, and I didn't have to open it before guessing it was d3vl. FML
Reliable trader and good bazaar. Will be sticking with for the time being.
Cat ears replace my motorcycle helmet. I want to look dumb while being protected. Ched plz fix
With the bazaar 2.0 rework, there are a two things I would've found pretty nice to have.
- The ability to set a bazaar to faction-member only, so that only they can purchase from it. For if someone wants to sell stuff and keep money within the faction.
- The ability to set a bazaar to friends only. For similar reasons, and to have a sort of whitelist for who can buy from you. We already have the idea that enemies can't purchase from your bazaar.
Wasn't really requesting it urgently as much as hoping some of these features or something similar come into the game. Though in fairness, I haven't gotten to arson yet. I've been finishing off scamming lol
What is the right forum? I guess it could've gone into suggestions but I was hoping for more of a discussion about what'd be cool to see in updates to these systems
TL;DR: I yap about stuff that'd be cool to see for revamps of existing systems
We've got Crimes 2.0, being a massive success (and one of the sole reasons I continued to play the game) and I just wanted to throw out some general ideas for what some other revamps for systems that (as far as I know) are old could potentially look like.
Missions 2.0 is something I would really personally look forward to. I don't know if or when it might have been reworked in the past, but it feels like it could use a facelift. For now, it's just the same cycling list of missions in different difficulties - and with all those other potential contractors outside of Duke being put to no use at all.
For example, there's that one Amanda Ravenscroft. I could totally see her being a chemist NPC contractor that might give missions to get her specific material items. Not only would this create some demand for potentially otherwise worthless items in the economy, but it would provide a new line of missions. Hell, I'd even offer to write them for free if that's the holdup.
Duke could remain a contractor offering mostly missions about attacking people - enforcing his will as a loan-shark. Him having more hard-headed missions would fit with his personality.
In terms of mechanics, Missions 2.0 could provide 3 missions randomly split across all your unlocked contractors - a variety to accept each day. Maybe each contractor could have their own mission credit shop with different items - Duke with weapons, sticking to his theme. Maybe a contractor like Amanda could stock medical items and chemicals like chloroform (Thus providing more ways to get items for Organized Crime)
Maybe different events could have their own temporary contractor? Like the easter bunny giving some quests during the egg hunt. Just felt like adding that.
I dunno. This depends entirely on the types of NPCs the devs would want to make. I'm not knowledgeable enough to predict this. We could get Leslie as a contractor for all I know.
Travelling 2.0 is just a random idea I had one night based off of the ability to travel from one foreign country to another. Imagine if you could travel from China to Japan. It would make sense, but the game doesn't allow it.
Maybe consider the idea of a limited inventory - a tab named "luggage" with the items you're able to carry. Before taking off, you could bring some items with you. Imagine you're stuck in a foreign hospital but you brought morphine with you - you don't have to rely on a revive to get out quicker.
I also thought there might be a new country you could go to that has a gym. You travel 2 hours out, you can use your energy there. It'd be a nice place to hide out without having to lose all your natural energy (especially if you don't want to attack people abroad). The gym gains/quality wouldn't have to be good or anything. Maybe something just good enough that new level 15s that start travelling can go there for better gym than their one in Torn city. Kind of like how there's a good gym inside the jail.
Properties 2.0 I don't have many ideas for. All I thought of was that there was SURELY more space for people on a private island than two. A palace wouldn't just have two rooms. Nor a castle. Of course, this is really poorly balanced but properties have been the same for as far as I can remember.
If anyone has any ideas that they think might be cool for a revamp of any of these systems, please chip in. I just wanted to throw some of these out there as concepts some people might find cool.
Pretty sure there's a megathread for this,
Guess I'll sign up.
I swear I've been here before,
I am thankful that I live in comfortable circumstances.
Why did Duke cross the road?
So that it never crossed him again.
#JUSTICEFORTHANKSGIVING
i might have to turn myself into a turkey for a presidential pardon
Signing up.
26
Duke can't lend me any more money, so this'd be preferable lol
If only I posted here that much lol
Good work man. Dedication.