Hi,
A small repost of what I wrote on reddit,
I really enjoy the game, but after fun, troubled beginnings once you get a proper footing.. the strategy layer falls flat. Building tall (a separate topic on why it is not worth it) , hiring a bigger crew and all the game has to offer is superfluous because wars become a slog (multiple immediate attacks without autoresolve) and there is only one sure way to win them - go for the safehouse.
Seems that "go to safehouse, kill boss, win all their stuff" is the go to tactic in mid/late game. Or any game once you grab better gear. It needs some balancing.
My propositions:
PS: On the topic of multiple enemy patrols doing many attacks at once - this is not only unfair to the player (I can't hire goons into parties, only true gangsters that cost arm and leg) - it is also a foundation why going for safehouse is even stronger. I just abandon all the fights, if they take something - I'll get it back after safehouse is conquered, anyway.
PS2: Above also is a matter of different problem, building tall when it comes to security makes no sense. Security is too expensive vs what it actually can do. All levels of security, including 1, need a bit of buff.
A small repost of what I wrote on reddit,
I really enjoy the game, but after fun, troubled beginnings once you get a proper footing.. the strategy layer falls flat. Building tall (a separate topic on why it is not worth it) , hiring a bigger crew and all the game has to offer is superfluous because wars become a slog (multiple immediate attacks without autoresolve) and there is only one sure way to win them - go for the safehouse.
Seems that "go to safehouse, kill boss, win all their stuff" is the go to tactic in mid/late game. Or any game once you grab better gear. It needs some balancing.
My propositions:
- make the AI create safehouse in each neighborhood they get an establishment in (so first racket is safehouse). God knows there are more then enough slots in each. Make that you need to conquer all enemy safehouses (boss appears only in the last one). Conquering a safehouse gives you all enemy rackets IN that 1 neighborhood, not all of them. Makes defense of your safehouses also more interesting if player would have to adhere to that; I'm not sure AI even attacks those now (what for, the boss is not there).
OR
- make safehouse attack available after enemy loses given % of their rackets (or are below a certain amount of rackets), alternatively after reaching a warscore from taking over rackets/killing goons. I believe some kind of warscore is tracked in the background now (for truce/war weariness)
PS: On the topic of multiple enemy patrols doing many attacks at once - this is not only unfair to the player (I can't hire goons into parties, only true gangsters that cost arm and leg) - it is also a foundation why going for safehouse is even stronger. I just abandon all the fights, if they take something - I'll get it back after safehouse is conquered, anyway.
PS2: Above also is a matter of different problem, building tall when it comes to security makes no sense. Security is too expensive vs what it actually can do. All levels of security, including 1, need a bit of buff.
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