All of the feedback I got from the previous release agreed that the new outcast content was worth expanding. This is the kind of creative stuff that's fun to add to the game so all one of those players might be happy to learn that this is also going to happen in the next version.
Preparedness and weeks of work to be able to escape a place will now be another resource players will be more actively able to manage according to their characters' needs and goals. At least for now there will be 2 new actions along with the previous one to work towards freedom or preparedness. One of them will allow you to spend this work in a number of ways, while the other one will yield more steady benefits but will only be available after you have surpassed a certain threshold.
For example, in territories in which you are building a hideout, you might be tempted to resort to robbery and crime to earn money fast consuming some preparedness, while on the other hand continuing to accumulate this preparedness would allow you to make that hideout you've been working on a somewhat decent living place in which to rest and relax.
If the player is otherwise imprisoned or trapped in a territory, one of these actions will allow them to add weeks of work to escape instead. Why would they ever choose to do this? Because it might give them short term benefits as well and because it will over time also open up a generally positive third action like in the other territories, be that because of good conduct or the embrace of the forces acting on the player character.
Keeping in mind that players will still get a chance to escape regardless of the remaining weeks of work every now and then, this makes enduring in relative comfort while remaining safe from attacks a more viable strategy in some scenarios than getting out quickly at a greater cost.
Tweaks will be made to keep it from becoming too tedious or grindy. The range of starting weeks of work when becoming trapped in a territory will probably broaden to make one strategy more preferable over the other in different cases, but I'll try not to trap any player too bad in one place until more actions are added to each territory to make this more interesting.
That will probably happen in another release though. I guess releases happening too close to one another is an important factor in having less people playing them, but that's no reason to keep a release from hypothetical players looking forward to play them.
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