Saturday 23 January 2021

Empire of Sin: Boss Battles and Combat: improvements & suggestions

 I think none will be surprised if I told them that combat mechanics in Empire of Sin is based on Dungeons and Dragons system with individual rolls for Initiative and then combat action resolutions. When applied to melee weapons that require character's to get close n personal, this system works rather well. It quickly puts players into base contact with the enemy, where both of them spent couple of turns rolling dice and taking hits until one of them is killed. Ranged weapons owners as rules do not attack enemies in melee out of fear of hitting friendlies. Relative rarity of ranged magic weapon, their low rate of fire, and several special requirements (like passing Wisdom saving throw) do not require players to worry about morale, fear, line of sight and collateral damage, such as civilians.

In aforementioned Jagged Alliance 2, individual soldiers had a morale stat, which decreased with damage taken, fallen comrades, unpaid salary and other things. It was also used for Leadership test when soldier would come under fire, and would determine the chance of character going Berserk or running away in horror. I'm assuming that Empire of Sin is using similar hidden mechanic, since every so often it triggers a Hair Trigger ability. It would be nice to see that on our gangsters, btw.

However, in JA2 and majority of XCOM's, initiative revolved around I-go-you-go system, where opponent's were in control of their entire force during their turn. This allows for much easier planning of your next action, since you can pick and choose who does what. The individual initiative system does not allow such luxury, instead it relies on heroic actions of individual character to carry the day. As it stands now, it has 3 problems:

  1. Low challenge from AI opponent's: on one to one basis, AI gangsters do not pose a real threat to players gangster, who has body armour, grenades, medpack and high rate of fire automatic weapon. Even if ration is 2:1, as a rule better equipped gangster wins, even without using his abilities. This robs the game of sense of danger and unpredictability, which is seen in demand for auto-resolve of combat.

  2. Low flexibility: Current Initiative system does not provide any benefits over “i-go-you-go” system, except giving a well equipped Boss a chance to use his special ability. In addictions, it does not have a mechanics to change position of the friendly or hostile troops on the timeline, thus giving them an advantage of first shot or repositioning into cover. (sniffing salts remedy that problem somewhat, I know). If both sides have an ability to change their position on the Initiative ladder, then each and every combat has unique flow, and will feel more important, since it allows for heroic last stands and escapes.

  3. Unrealistic combat behaviour: AI character's have got an unbreakable will and most NPC are kamikaze who will run towards the machine-gun Overwatch even if they have 2 hit point left. That does not include Bosses, who do the opposite thing. They remain in their office, isolated from all of their guards until inevitable death comes to them. Very rarely they will rush into combat and use their superior abilities and unique weapons against player to tip the battle in their favor.

So, how to would fix this situation without breaking current game?

  1. Limit the size of single combat Crew: currently in game, Leadership is responsible for lowering the payouts to your crew. First of all, allow for crew or squad formation. Then nominate the leader, it can be your Boss, and you can have several crews. However, crew size is determined by Leader's skill Leadership: for each 10 points in it, he can hire/lead 1 gangster. With maximum Leadership,capped at 100, none will be able to have more than 10 gangsters on the field. This way combat will b happen much quicker, feel much more personal. Secondly, smaller team mean more challenging combat, which is not currently the case in Empire of Sin.

  2. Make Leadership and Persuasion great! Allow to gain bonuses for those skills on gangster perk tree: this allows you to train both combat leaders and negotiation specialist. With Persuasion, player should be able to talk his way to victory. For example, one of initial quests, requires player to either talk (threaten) or kill goons who threaten the Uncle Sal taxi. Now, this should be a standard mechanic for any confrontation outside the mobwar. It may be used on independent businesses or smaller mobsters to Persuade them to join your mob, or rather pay you a protections fee, instead of being killed. In addition, if you know that certain gangster is working for opponent's, you may send one of your gangsters, (better to send one with established positive relationship) to make them an offer to join your side.

  3. Create Initiative modifying abilities! As mentioned before, current Initiative system focuses on individual's actions. Rare example of teamwork is Overwatch and Flush combo. However, I believe that each Squad Leader (not just Boss) needs at least 3 abilities:

    1. Team Up: choose one of your gangsters and move him up on the timeline equal to your leadership value. Once per encounter.

    2. Intimidation: choose one of the opponent's gangsters, if he fails his Leadership test, then he moves down in timeline number of steps equal to difference between your and his LD. If its more than 6 steps, gangster run away from combat. Once per encounter.

    3. On my mark!: Use before the encounter to move your gangsters into the building thought the door or by using Demolitionist Breaching charge. Grants your team one turn of moving and shooting without reaction from opponents. Only during Boss battles or attacks on Safe Houses. Once per encounter.

  4. Change the structure of Boss Battles:

    Currently every Boss encounter plays the same way: player walks in, then gets stuck at the door in the firefight, enemy goons are rushing from the other side of the building, and then may be the boss will run into the line of Overwatch cones and dies.

    How I'd change the core of Boss battles:

    1. Each battle consists of 3 encounters with individual map every time. Safe Houses are build and modified with the defence from competitor or police incursion in mind. Remember, player is limited to 4-5 man crew, without ability to replace dead or wounded during the whole assault on the safe house. This is an uphill battle! Maps may be smaller with several entrances for reinforcements, that can be blown up or barricaded.

      After each encounter player may reshuffle equipment and starting position of his teammates. During each encounter, enemy is Alert and has player outnumbered 2:1 at least. Normal team compositions may vary, at least one Gangster, one goon with rifle or shotgun and two Tommy gunners.

    2. First encounter is a Breach into the building, this raises the alarm, then depending on opponent's resources this will determine total number of goons in reinforcements. Breach may occur in Storage area, Garage or Grand Entrance. Each map will have certain benefits to defenders, while attacker's must use explosives and tactics just to get inside.

    3. Second encounter is Main Hall attack, where Boss might (or not) be located at the time. This is where the main battle occurs. If enemy Boss is hit below 50% (for example) then he would retreat to the Safe Room, where Boss keeps the money and may have an secret emergency exit to Garage or Street. If Boss run away, then you still win the battle, but not the war. If you attacking last safe house, then opponent is defeated regardless. To know the layout of the enemy Safe House, player may send a Mole with mission to gather information or Scout Location.

    4. Before the Safe Room combat, opposing Boss, must get a short cutscene where he says what he thinks about the player's character according to the score of their relationship. Friend, Competitor, Enemy, ect. This should give a bit “screen time” to opponent and show effect of our actions. This must be followed by our Boss telling the opponent his opinion before executing him. Make sure each and every Boss says only unique lines for this encounter. Currently, after defeating the boss, game displays scene of execution and plays two voice overs at the same time: one for generic execution, other for an address to specific Boss. This is very confusing.

  5. Boss battles and Safe Houses require an escape mechanic; if Boss is wounded during combat, and Morale is Low, then game should try to evacuate Boss from combat by moving its character's figure into the Safe, then into Garage below. This can be blocked by either catching up to the Boss, or by ambushing garage with another team outside the safe house.

  6. Groups Morale meter: Once combat is initiated, both AI and player teams must form a Morale pool. Its purpose is to establish how brave combatants feel about losing their pixel lives over their pixel salary. It may consists of following:

    1. We outnumber enemy +10

    2. We lost a guy in the gunfight -5

    3. We lost a guy to retreat -10

    4. They executed one of ours: -10

    5. We have a Big Boss with us: +20

    6. We have a Leader: +10

    7. Police is shooting us: -5

    8. Leader/Boss is heavily wounded: -15

    9. Leader is Downed: -20

    10. They got explosives: -10

    11. They fire Machine-gun/SMG: -5

    12. We healed our guy to 80%: +10

In the end of each combat round, if Morale is negative, then each individual gangster test his Leadership, and if its failed, runs away from combat. (Set him as neutral, then double run towards closest exit from the map). This prevents battles from becoming a slaughter of entire street with guards, police and civilians in the mix. Civilians automatically run away from combat.


Thank you for reading another rambling of mine on the Empire of Sin. I truly like this game, and hope it will get deeper and more interesting as time goes buy.

Sunday 17 January 2021

Empire of SIN: main problems

 

Problems of Empire of Sin, and how they can be solved.


I love this game. It has unique charm of cartoony 1920-s, mixed with bloody executions and lead of Tommy-guns. It has very strong and easy to understand economy system, which is rare in all games. It has so much character and love poured into bosses and Black Book gangsters. Not to mention that each of 15 bosses has its unique quest line. But, yet as its been released in December of 2020, it desperately lacks something that would make it into a masterpiece, probably rivalling Jagged Alliance 2 of the olden days. That one game where player had to liberate small banana country from evil Queen Deidranna, with dozen of mercenaries. If you'd like to know more about that masterpiece click here [https://lilura1.blogspot.com/search/label/Jagged%20Alliance%202], that game was a standard for any tactical RPG, long before XCOM.


Enough of me comparing old games to the new ones. Lets cut to the chase: the main player's activity loop, or what you do in Empire of Sin.

  1. Hire Gangsters

  2. Attack and /or take over the rackets

  3. Improve rackets, to bring in more money

  4. Kill the Boss of rival gang and take all of his/her Empire

  5. Rinse and repeat


As you can easily see, at no point we are forced to do anything else, but combat and upgrade of buildings. Once player takes over the rackets of first rival, he is creating a giant difference between him and all other NPC factions. More money means either more or higher quality weapons, equipment and gangsters. Before AI is capable of catching up we already own half of the city and knocking into the last bosses door. Besides, at no point police, or Prohibition agency is doing anything, unless its scripted. Player is having a very easy time, and thus gets really bored and disappointed with the game.


Problem 1: Complete information

Yes, game destroys any pretence of you running an ILLEGAL and SECRET business as soon as you load it. Just open the world map and you can see every other racket and safe house in town.(ok, you would need to have at least a walk in most of districts to know that). In addition when you open your business administration screen you immediately see not only every competing racket in your are, but how much they make, how busy they are, what they produce and how many customers they have in compresence to you. In normal business administration tools this information would be priced in gold! Simply by looking at it you can figure out how much money your opponents can make, and where to hit them if you want to make most damage.

Same goes about safe houses! Once you know where the locations are,( and you will do that even if you don't want that, simply because other bosses will invite you to their hideout.) the game becomes a simple planning phase for upcoming attacks on the safe houses. As a result, even if you try to prolong the inevitable, you will be done with majority of Chicago underworld in less than 2 game years.

If every racket and safe house has its own rating in DEFLECTION, then why do we see their real position just by walking the street? If deflection works only on police AI, and trigger only scripted events, why bother investing into it? Now, if all of the gangster in Chicago are aiming to wipe out the completion, why are we invited into their main safe house, just when they first come into contact? Its the easiest way for them to get killed, and game literally serves all of them to player on a silver plate. In addition, you always know when, who and where you enemy is going to attack. And thanks to teleportation magic of taxi, you can always send you A-team to intercept incoming goons.



Problem 2: Dead city

The more you look at different districts the less difference you see. Yes, the map layout is close to real Chicago, the name and streets give you all the right vibes. But, none of the districts has got that reason, why we would behave there differently. Occasional background Chapel or park do provide a landmark, but in essence none is living in this city except gangsters and their rackets. In addition, none else is doing any kind of legal business, there. Meaning, that in a game about gangster, we have no mechanics for racketeering others! Sorry, there is no mechanic for “protection services”, the main bread and butter of every gang of crooks from the begging of time. I understand, that it would require adding another level of complexity to the game, that has no taxes in its economic system.


But this represents a huge missed opportunity: the loyalty of the district to player or competitor, with additional bonuses to deflection and word of mouth.


Frankly, when I've hear that Dean O'Bannion was running his operation from the flower shop, I kept searching for any flower shop in the area, until I've realised it just sitting there in random safe house on the next street from me.


To fix this problem in meaningful way, it would require not only additional systems to be implemented, but to add unique traits, quests and buildings into the game. For example: control over Docks district, would allow to import booze or guns from outside the city; Control over the Theatre district would give you an increase to your Public Image (I will elaborate on this later); Slums would allow you hire a cheaper security, and so on.

Eventually, the goal of player controlling the district is to create moments from first Godgfather, when a local comes asking for justice to Don Carleone instead of police, in the name of his daughter. This is a best image of power I can think of. However currently its just a minor footnote in gameplay loop, designed to force your way from one combat into another.


The problem of emptinesses is increased by game generating derelict houses in such numbers, that in some cases a very poor district can have up to 80% of it houses in derelict state. On one hand, its a chance for player to gain control over majority of money making buildings. But on the other, it kills any need for expansion into other districts. Basically, if you concentrate 5 breweries in one district, surrounded by your other properties and guard you will never need more booze, and you ll never get taken out by enemies, due to sheer firepower supremacy.


Problem 3: No one cares

Imagine a well dressed gentleman walking across the street from you: with one hand lifts his hat to say “Howdy”, while in the other he carries huge, golden Lewis machine gun. Would you call a police after saying “How do you do?”, or after seeing this fine gentleman killing several bouncer, police officer and a horse with aforementioned machine-gun? Or, only if he is using a stick of dynamite on some poor fellow? (what kind of gentleman uses dynamite in a broad daylight?!). In Empire of sin, that is norm. Police and other lawmakers simply ignore everything, and have a memory of a goldfish. You can be a suspect, but it makes no difference in your quest for control of the city. But it should. After all, mayors and police higher-ups are suppose to react in one way or another to public danger, even of they are corrupt. But unless its scripted nothing ever happens.

Or, let me correct myself, unless its scripted, nothing serious will happened. You may have one of you rackets closed, but by the time of 2 hour on the game, its not going to change anything. In short, unlike XCOM 2, this game is not trying to kill you. It is not even bothering with annoying a player. I was dreaming of see a district wide searches and police investigations after some very outrageous gunfights with many civilian casualties. But none cares. If player, does not have any negative feedback from the game systems, that supposed to limit his progress, then player has no incentive to overcome or even engage police system.


Game also does not punish player for betraying other gangster when you sell them Poison or Swill disguised as fine whiskey. Yes, the opposing boss will get angry with you, your relationship will deteriorate, but it has no other meaningful consequences, no threats, no attacks, nothing. Smaller factions do not even notice that they have been tricked.


However, none of this affects the single available objective: kill them all. If game had at least two other victory conditions, for example: produce the most alcohol in Chicago, or be the first to reach maximum Notoriety, then all of the other diplomatic solutions would have a meaning. But alas, it only a waste of time to work on improving your businesses, as all you have to do is keep taking over other rackets in order to keep your income going up.


Problem 4: Broken difficulty curve

In short, this problems of Empire of Sin stem from design choices limiting gameplay only to combat related activity, and giving player all of the benefits from the start. In comparison, lets see how the difficulty curve is designed in other tactical RPG games.


XCOM and XCOM2, always gives every advantage to the AI opponent, this creates a constant arms race, of research, training, building and recruiting better and better tools for the missions. But even then, XCOM keeps throwing curve balls into players plans, such as major country leaving the project for reasons unknown to players, aliens increase the number and strength of their attacks and inducing panic, so that player, even with combat parity, can not react everywhere at once. So when you pick your battles, and somehow deliver the killing blow, it feels good.


XCOM 2 keeps same pace, but then drops the final countdown of project Avatar, that will finish the game if left unchecked. Even if the War of Chosen has broken importance of that mechanics, its still remains an important reminder that your opposition is actively seeking your demise. When you overcome it, it feels well deserved and good.


XCOM: Chimera squad, limits our squad to 4 troopers versus at least double the number of opponents. Phantom Doctrine, follows the xcom formula, but in addition makes combat extremely lethal, even with basic guns. This is forcing player to use brute force only as last resort.


Jagged Alliance 2, had different approach. It started player in a very weak position, with handful of mercenaries, basic weapons and small amount of cash against an entire army. However each attacks we made, and each town we captured gave us more resources and support. Training our militia and assisting them in combat against superior enemy forces was in our direct interest. If we'd lose Drassen airport, we'd not be able to quickly reinforce our troops, or if mines were lost, that would hit our weekly income. Or if SAM site was taken over, we are unable to airdrop our units across entire map. In a way, its a classic dungeon RPG approach implemented on the bigger scale. The close we got the Queen, the more difficult became the opposition, and more and more retaliation strikes we had deal with, across the whole area. (Those blackshirt commandos with rocket rifles still give me PTSD). But with every step, player got better and better troops, guns and information about enemy's actions. The final battle was a culmination of all your efforts during campaign. That felt good.


And how does Empire if Sin do its difficulty curve? At first you start with a Boss that can single handedly kill up to 6 goons in one round of combat. Then you find stupid amount of “rare” guns, that make anyone who wields them into a combat monster. Then you remove any kind challenge from expanding your empire by allowing player to grab entire empire of your opponent, just by hitting the enemy Boss. And when they all fall, one by one to your blunt “kill em all” approach, you feel meh. It was not such a difficult fight.


In addition game has literally a free money exploits, that AI is obeying to. On top of everything else, POLICE DOES NOTHING! So, whatever you do, there is no retaliation. When you go into the war with other mobs, they have zero chances of winning against player, since player solves all wars by directly taking out the boss in first fight. So basically, the whole game, with all its complex systems boils down to boss fights. Which are no different from any fight on the street, bar or alley. It seems to me, that developers have not looked at any other games that has been released in this genre for the last several years. Several of them have brought a much welcomed innovation into stale xcom formula.


Namely, look at the XCOM: Chimera squad. Every mission there is very focused small scale (no more than a 2-3 rooms) close combat. With identical to Empire of Sin system of Initiative, it pull off the thrill of SWAT or Rainbow Six: Siege in the same turn based format. But to be completely honest their Boss battles, are following same pattern as all combat encounters, but still its much more interesting than breaking into same Safehouse every time (yes, all of them are identical between all bosses, with 3 slight variations). In addition, every time you attack the Boss house, you find the most powerful enemy, isolated and almost never using his game breaking powers on players.


Or look at very underappreciated OTHERCIDE. The boss battles there are insanely difficult, but only when you mastered you troops, or found enemy's weak spot you can hope to prevail. But the challenge is there.


If I'd be a casual player, who is looking for power fantasy, then Empire of Sin would satisfy me. But I've spent my life cursing at the monitor for missing 90% shots, and still want more. Challenge me!


How I'd fix the game:

If you reached so far in my ramblings, you might think I do not like Empire of Sin. But, I'm afraid that this game have followed tradition of other Paradox games: get released as a half-baked, half-tested vision of the game, only to become what it had to be some 48 patches later. So what a smartass like me would have changed in order to make Empire of Sin better.


  1. Balance the Bosses:

    Lower HP of every Boss to a 45, in order to make them equal to Gangsters. Retain initial combat abilities, they are too good to lose. Allows Bosses to learn other than combat talents, such as lowering percentage on upkeep, ratios on rackets, safe house deflection, political influence, intimidation ect. Increase Bosses HP by 20 per level, this way by the end of the game you have a really tough guy, but its balanced against serious competition.

  2. Change game Victory conditions:

    In my opinion, Empire of Sin is not about total war, or booze businesses, its about staying power in very hostile environment. Victory conditions must reflect that. So allow for different path to victory: most money, most Notoriety, most positive Public Image, most influence in the police, most political influence (measured in bought politicians, senators and other government officials). In addition, add a possibility of other factions to remain, but be subservient to you. This way you do not have to kill your way up, you can make a lasting alliances and become Capo del Tuti.( Italian for Supreme Don).

  3. Change sitdown mechanics:

    Sitdowns are great way of showing the true strengths of Bosses. But in order to complement the solution to problem of 100% information, sitdowns need to change in some aspects. First, if Bosses do not have an established friendly relationship, the sitdown must take place in some public space, most likely hotel. This way, secrecy of safe house remains, and player who initiates the sitdown may choose a better place for conversation, or let others players know, where the meeting takes place. Bosses will not have sitdowns until player reaches certain Notoriety level, thus proving their worth to them. That threshhold must be different for all Bosses, in order to avoid the overflow of invitations and allow for individual Boss strategy to unfold.

  4. Change the way hiring of gangster:

    Allow player to hire gangster on at least 3 different terms:

    1. Unlimited time: same as now, for % of the earnings

    2. Short-term: gangster works for specified number of days/weeks and for agreed sum of money. Perfect for hiring a highly skilled hitman before sitdown.

    3. Task specific: gangster works for specified time doing one of the specified jobs: training security, improving management, running a scam, gathering intel, approaching police for bribery or finding where is the enemy safehouse.

  5. Implement hidden rackets:

    Hide all of the rackets from the players view, unless they have been investigated by members of your crew and they have found to whom they belong. Same applies to safe houses. Hide all information that is unknown to player from the Production and other information panels. Information must be gathered in order to be visible!

  6. CHANGE THE EMPIRE TAKE OVER RULES!

    When player or AI has successfully taken out the opponent, then rackets change ownership in the following order: 50% to surviving Underboss, 40% to surviving Advisor, 25% to surviving Lieutenants, 10% to Allied faction, 10% to Enemy faction that knows the location of the rackets and has nearby rackets or gangsters. Underboss and others create their own minor faction, and may be bargained with. If no command structure left, then unknown rackets are changed into derelicts with thugs possession, if they had security below 3rd level. Rackets changed into legal business if it had Ambience or Security over 4th level.

  7. Add a non-combat skill tree

    Every gangster or boss needs to have a management tree instead of half-hidden traits, with certain skills that modify income, spending, information gathering, upgrades or even district bonus. These skill should work when character is assigned to safehouse or particular racket. This way player will have a clear need to assign those tasks, instead of simply running around town with its tireless gang.

  8. Balance the economy and spawn point

    Limit number of available rackets per district, this creates a tougher competition between all players. Make sure every major faction has its own starting location, at least one district away from others, so that initial opposition is presented only by minor factions. Limit the volume of trade between the major factions in accordance to levels of trust between the factions. This removes an exploit of players robbing the AI from all cash and guns right before they storm the last safe house, and make long term alliances more important and viable. In addition, it lowers the risk of players abusing the trade system. Make the treachery of selling swill (or any other alcohol) disguised as something else know to all other factions. Its a risky businesses, but words get around, and Bosses should be less trusting to players actions.

  9. Change the police!

    Make the police system, dangerous and ever present threat! This requires an incremental, step by step ladder of influence and trust from all Bosses in the city, towards the police and each other. You cant just dump money, and overnight become Honorary Deputy, if yesterday you were a Public Enemy! Allow for random raids, inspections and infiltration from them. If anything, copy the system of Dark events from XCOM 2, its a very good basis. If anything, add some POLICE STATIONS into the game!

  10. Add Public Image to the game:

    Empire of Sin desperately needs a system of public image of our Boss in the game. If history is of any example, Al Capone, has been known to be gangster, but he went to jail for tax evasion, as any self-respecting American businessman can, in order to protect his wider empire. If you donate to charities, publish good-willed articles, visit public gathering like theatres or political meeting, people will trust you more, even if you deal in illegal booze. When people trust you (aka district loyalty is higher for you, than others) then its easier to gather information about opponents rackets, movements or attacks (that includes police). In addition you Public Image should affect how other Bosses see you, for example traditionalist like Genna or Mr.Donovan , would support you if you solve problems with your lawyers and good word. While others may think, you are in bed with authorities.


Those 10 points are minimal fixes, in my humble opinion to make this lovely game into a diamond it deserves to be. Thank you for reading my ramblings. If you name happens to be Brenda Romero, then I'd like to express my personal gratitude for your work on Jagged Alliance series. Its one of the greatest games ever made.