>This sounds funny and cool. You might want to think about how
Gee, thanks =)
>time is managed in the game, as a lot of the hairy situations >you raise (outrunning the cops, getting between guard patrol >cycles) is time based.
Well, basically the whole game is turnbased. As I tried to explain before, I don''t want to create anything too complicated. Turnbased system is probably the easiest work things out. King Of Dragonpass works so simply, that it''s innovating... For an example, you decide to raid other clans town. When you ride, you just get some small stats and similar things, but nothing really big. Then you can just click "fight" (well, kind of), and results popup. STILL, the game has feeling that you DID do something important by choosing stradegies and good fighters. Sometimes your heroes (read -> ''tools'') get change to do something heroic, like slaying dozens of goblins OR running away, and player can simply choose which one seems to be better choise... "after all my hero is only fair fighter, which is pretty bad... but... aah, what a hell, KIIILLL!". This kind of action might result to perfect slaying, which basically means that characters reputation gets higher. Really simple, but easy and fun
![](smile.gif)
I''m not even trying to plan anything really complicated. Everything is going to be so easy that you just choose what you do by clicking buttons, and so on... Basically we are speaking more about somekind of wallstreet simulator-thingy, but with much more interesting concept & roleplaying elements
![](smile.gif)
>You probably want something like a reputation system, so you >can be known as the top dog. This could work for you and >against you! If you''re #1, theives may envy and resent you and >want to work for you.
Yes, this is what I was thinking about too... For an example, when your reputation gets higher, some terrorist groups might hire you to steal nuclear weapons from army, and similar things... of course player can choose if he ever wants to give this nuke for terrorists, because, afterall, blackmarket might pay REALLY GOOD prize for it
![](smile.gif)
When teams reputation gets higher, cops get more alarmed...
>You could probably easily implement a number of nifty tools and >puzzles for how to use them even in text mode. I could see a >nice economic model going with this, too, as you to break into >Fort Knox you''d have to build up the capital for the team and >nifty gadgets.
Heh, something to think about
![](smile.gif)
This "Gangsters Paradise" is basically similar to Sid Meiers Pirates - Pirate Cave, where you collect your money.
I''m not sure if I''m planning to let player be just a small and compact "special team", or if player is leading LAAARGE organisation... at this point I''m preferring small team only.
>I''d be interested in seeing a more procedural breakdown of >this, though. Is there a "case the joint" phase? When you >choose to rob a place, how does that happen? Do you get a game >map, and click where you want to try to enter? How do you place >your guys, or do they all stick with you at all times?
To remind you, I''m working with text-mode atleast for a first version (just to try what this game is like). I''m thinking that player actually ISN''T really "that genious", but he is really charismatic leader for team... little like Tom Cruiser in Mission Impossible: Of course he was little intelligent as for being secret agent, but after all HE DID NOT plan the raid to pentagon (if I can remember right). So, this is why I''m talking about ''tools'' (== heroes). Player needs some specialist to plan the raid, and if specialist is EXCELLENT, team has extremely good change to break inside and leave without causing alarm... but this doesn''t happen always, and sometimes player has to choose what to do (run away, continue as planned, trick police, and so on).
>Have you thought about how the rules for things like getting >nabbed, or going to jail work? Also, you''re going to need a >black market system. Maybe there could be multiple black >markets, dealing in different goods.
I was thinking about working things similar to Pirates!
Player can live only limited amount of time. Game turn could be one month or one week... now I''m thinking about month, because it''s much more realistic after all (again, check KODP). When player gets old enough, it''s going to be "the time to leave the show". Player would get result screen, total points, and some other stuff... When player gets into jail, he will have to stay there for certain amount of time. BUT, if he is talented on escaping, he can leave in shorter time...
![](wink.gif)
I have SOOO many ideas, but I have to limit things to some point. For an example, I''m planning to leave drugs out from game. After all, if the story is trying to show thiefery as "art", I don''t think that drugs will make atmosphere any better... and I don''t think that drugs are that fun to play with anyway :/
Kidnapping was just one example of fun quest, but it''s actually way out from art of thiefery, as well as placing bombs for terrorists... In otherhand, plundering Nuclear Missiles for terrorists is thiefery.
The psychological point is little similar to ''Thieves Guild'' on fantasy games & books. Being a thief is a thing to be proud of! But killing people is never a thing to be proud of. And this is one point why I''m thinking about making killing really big and negative thing on this game.
>Catherine Zeta-Jones on the Twin Towers in Entrapment. You >could probably find these on fan or movie studio sites. Just a >thought.
Heh, I was thinking something similar
![](smile.gif)
But first I want to try if this kind be even that fun what I''m planning
![](wink.gif)
-Paladin