Wednesday 5 May 2021

Empire of Sin: 3 major questions: Management

 

Part 2: Management

So how do we manage things in Empire of Sin? Silly question, I hear you. We just point and click, as we did back in 1922. And things get done. Automatically. What's even more “fun” we can rush things if pay extra money. The rest of our resources are coming out of thin air, so why not have a building be constructed twice faster. Wait, you can rush things indefinitely if you have money? Who cares than even concrete need time to get solid. What is wrong with that, you smartass? Nothing, except that normally player has to pause the game, open the management screen while his crew is running somewhere on the street, make his executive decision (sometimes even in the middle of the combat) and keep running.


Our beloved xcom, and even Jagged Alliance 2, had a different answer to that question: the world map, where player could see the known enemy movements, income, available resources, messages and create upcoming missions. Why this approach is not used in Empire of Sin? Because the gameplay loops (as it stands now) does not require player to spend more time on the global screen than needed to call a taxi. (Taxi is the only function that is not readily available from the tactical screen.) All that player need is usually to know the location of certain buildings and quickest way on a taxi to get there. Luckily, now there is a time delay for transportation. Before 1.04 player could literally teleport across the city, and fight in more than 4 combats. Thanks to developers, this oversight has been fixed.


But, I think that only a re-work could fix the management problems of Empire of Sin. Simply put, player does not really manage or control anything in his Empire, except who he is hiring. The rest of it is taken out of the players hand and left somewhere in the excel sheet of production. Even trading between factions does not require a face-to-face meeting between gangsters, it is a simple click of the mouse. The part of virtual resources has been discussed earlier, so I'm skipping that part.

Same applies to player visiting his rackets to control or manage a situation. The only time player is ever going to visit one of his own casinos, speakeasies or brothels is when he takes it over from other faction or when a quests requires him to be there. The only real decision concerning one specific racket is how to name it. That's it. The rest of action are done on the spreadsheet.


But what about his gangsters? Do they have a time to spend inside of the rackets? No, they usually running around like headless chickens trying not to die in daily firefights. Or they are in the safe house, trying to recover. The boredom, the stress, the fatigue is left outside of the scope of the game. That's despite the certain traits that get used when our gangster is visiting our rackets. Player simply does not feel the need to do that. Some even do not use Under bosses or Advisors, in order to maximise their combat potential.


By taking all non-combat related decision to a spreadsheet, Empire of Sin has lost something that was very characteristic for the time before the mobile phones and instant transactions: THE HANDS-ON APPROACH.


Every major deal, every serious encounter, every relationship was based on the presence and abilities of the person present. With illegal businesses, its even more important than with legal one. Since, if there is no trust between partners, that transaction may end up in bloodshed.



Earlier I've mentioned that EoS need a system of missions in order to move away from its current state. Here, I'm going to continue that train of thought, and explain why its important.

When players have a choice, when they are forced to find an optimal solution in sub-optimal situation, then it creates a feeling of ownership, of control and engagement. This make player care for even small racket he has created or taken over. Same happens with gangsters who has been with player for a long time. But currently, Empire of Sin has none of it. (well, may be with gangsters its present). Player does not care for the buildings he takes over. After the combat he'll just slap a new name and will never return to it. If it was not painted in his colours, most would forget about in a minute. When player looks at upgrade sheet, he is shown numbers of that will generate more numbers. He has no choice but to climb the ladder from 1-5 level, occasionally rushing things up, out of boredom or need to spend money on something.


Same thing happens with diplomacy and trading. Player is shown numbers of Honour, Hostility and so on. But since we don't know the scale, player is just guessing how much money do I spend on trading with certain opponent in order to get friendly? What's the benefits of that? Do we have the same goals? The game does not tell you that.


Trading over a screen, setting up a standing order for booze or anything else is also hands-off. Its just a click. But it should be a part of sit-down, part of face-to-face negotiations. That should be a big enough reason for a Boss to take a risk of sit down. (but its pointless with current economy in the game).


I shall abstain from discussing the Police relationship here, but in general it as messy as it can be. In addition, it does not have system of a gradual trust, it allows for one jump from wanted to a deputy. But later on that.


Relationship between our gangsters are completely hidden, unless you start poking into small, well hidden sub-traits on individual gangster screen. However apart from being annoying, those relationship do not have an effect on your team performance. Unless you hire someone they hate, you gangsters do not develop beneficial relationships. Yes, I'm looking at xcom 2 with its battle brothers system, where good teamwork was rewarded with extra actions, bonus resistances, free overwatch shot and revenge for the fallen comrade. If anything, I'd like to see a map of relationship between my team, without looking into Black Book.


Now, the lack of any meaningful NPC (outside of quests), makes this an empty request, but imagine if we would have a network of individuals, who would have some amounts of booze, or guns for sale. Then depending on how much they Like or Dislike us, they would lower or increase their prices? That would be almost like a black market, but with actual choice on the matter!! Instead we skip time, waiting for two weeks, so that script can refresh itself. Or what if we could add some extra to the purchase, only because seller likes us, or we helped him in a bind? What if we would learn about their weaknesses or hobbies, so we could give them a present, or sell an information, to boost our relationship? What if the relationship would affect other relationships? But instead we are looking at the numbers of Honour. I'm surprised that Omerta has that system.


So let me conclude this: give player an easy to understand system of relationship, where he knows where he stands, allow for more detailed decisions in production, business development and team management.



How I'd improve the management system of the game:

  1. Focus players attention on the global screen, by placing information about events, threats, possible business opportunities, current missions, placement of your gangsters, movement of your goods there. Allow for control form the global screen. Zoom in into tactical view only if needed.

  2. Allow for meaningful upgrade system of rackets: as I've described in the notes on Safe Houses, allow for limited number of “slots” per racket. This prompts player's choice: what to apply and would it synergies with other upgrades. For example, small speakeasy has 4 slots in total: player may choose only one upgrade out of the following:

      • dancing floor: extra income on soft drink

      • band stage: extra attraction

      • free meal for the poor: +2 Liked reputation

      • hidden vault: booze is safe in case of police raid

      • kitchen: extra income on the food

      • hostel room: extra income from travellers

      • cigar room: extra attraction if Ambience is 3 or higher

By limiting available choices, each racket will be specialised, and will also create a new set of gameplay for the player. If possible, limit the rush ability, or create a negative effect such as, lower the spending for some period of time.

  1. Create a map of known NPC (including the team), based on relationships, similar to Black book.

  2. Clearly define the relationship rating with 3 words: Like, Dislike, Trust. For example,

  • Like: how much person, organisation, neighbourhood likes us, and feels safe in our presence. Affects trading prices and Information gathering. 5 stages: Neutral, Liked, Trusted, Friendly, Family.

  • Dislike: how much we are hated by person, organisation or area. Affects chances of being reported to police or rival gang. 4 stages: Suspicions, Hostile, Hated, Kill on Sight.

  • Trust: this rating is affected by number of successful deals and positive interactions, as well as Like/Disliked rating. The higher the Trust, the less likely an NPC to break down the deal, smuggle wrong type of good or do not pay for delivered booze. 6 stages from lowest to highest: No deal, Untrustworthy, Big time Liar, Small time cheater, Undecided, Another one, Proven, Trusted, Solid.

  1. Return the HANDS-ON approach. Every action, every deal, every upgrade or small mission must have a gangster assigned to it. Every situation must have a chance to fail and end up in hostilities. Every gangster must be ready to fight his way out, even if its a morning coffee. Boss must have a face-to-face with any other NPC if he need to trade anything! Otherwise, send gangsters to do the work or oversee upgrades. This way player has something else to do other than run from combat to combat , and gangsters have a chance to learn/gain xp outside of combat. Make sit-downs change the relationship between Bosses and factions on the numerical level, and translate it into word human can comprehend.

  2. Keep the fatigue from combat and missions. After each mission or combat, retain accumulated fatigue on your Boss and Gangsters. Then, to lose fatigue you must send them to your rackets to unwind. Yes, it will trigger the risks of gambling, drinking and whoring. But, this way you limit available numbers of gangsters to player, create risk of losing a gangster to its vices, generate systemic gameplay with your rackets, have a reason for player to look inside of the rackets he had created, increase bond between the gangsters and create stories. After all, you gangster are not robots who do shooting all day long, they are humans.

  3. Add a teamwork bonuses to gangsters who worked together and bonded for a long time. 4 levels:

      1. +20 Defence if buddy is in Line of Sight

      2. Free Overwatch attack on enemy, if buddy has been hit

      3. Spend an action to give a buddy an action.

      4. +1 Action if buddy in LOS.