I kinda like that idea.either go with this or dont change it. Originalmente postado por Kuddly Kitten:IMHO - If the player needs notes/knowledge to craft stuff, then crafting notes should be easier to get and more sensibly placed. ġa) Take a job in the prison laundry where you can get a recipe for making 'infirmary overalls'Ģa) use the overalls to get into the medical storage, where there's a recipe for 'wad of putty'ġb) Take a job in the kitchen - get recipe for 'Molten Chocolate'Ģb) Use Molten chocolate to incapacitate a specific guard who has a recipe for a 'key mold' So the player might need to do something like this. One where key recipes are hidden in hard to reach areas. If placed notes were recipe specific - Then an adventure type map could be made. Then the player needs to increase their intelligence and craft from trial and error (or google).įor easier prisons the player could go either route. Or for a different approach - don't include any notes. Now players HAVE to get crafting recipes. How to craft When in game all you'll have to do is simply press 'C' and a crafting menu will appear. (no special coding needed).įor a hard mode prison just don't include libraries. Crafting in The Escapists is one of the only ways you're going to put your escape plan into action- without crafting you'll basically be stuck in your boring routine for the rest of your pixelated life, (or 32 years). The beauty of this approach would be that the difficulty can be altered by simply changing the layout of the prisons. You need either the recipe -OR- the raw intelligence but not both. Originalmente postado por ChrisD.What do you guys think? Any suggestions to improve the relevancy and importance of the notes? I like the either/or approach to crafting. Hardmode occupation could be 'Innocent' which has no starting recipes *grin* (1C) Simple recipes should be available from any inmate : examples: Toothbrush Shiv, bed dummy, poster. If you do, Luis will be closer to selling you a recipe for a better weapon, but you'll be a lot further from ever learning how to dupe keys. Luis (a mugger) wants you to attack Trevor (a cracksman). This lets the player decide whom to befriend - depending on what recipes they need/want. (1B) The other inmates could also have an 'occupation', and the player could purchase the occupation specific notes from them, (BUT ONLY If they have a high opinion of the player). well you get the idea, I just couldn't stop myself cause it was fun to make the list.) Grave robber: flimsy shovel, lightweight shovel Second story man : grapple head, grappling hook Some possible examples:Ĭracksman : wad of putty, molten plastic. In The Escapists 2, the Sheet Rope is used to descend 2 floors, no matter if it is the roof or not, and never degrades. (Note that you do not actually click in any of the spaces between the edging). (1A) During character creation ask what the player's 'occupation' was, and give them the appropriate knowledge/notes at start. Used to descend from rooftops by left clicking the edging that surrounds the rooftop. IMHO - If the player needs notes/knowledge to craft stuff, then crafting notes should be easier to get and more sensibly placed.
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