Sunday, 12 July 2026

Jurrate: draft of planet map

Its a good feeling when you see first results of your work. Jurrate, grows layer by layer, from cosmology, geography, mythology and ecology into a real planet. Jurrate is home, where humanity has to adapt, survive and return to the skies. There is a long way ahead, but right now, the world has a map. 

Monday, 29 June 2026

Amber Sea: Alsbo


ALSBO: Capital of the Frozen Marshes

1. Introduction

The Frozen Marshes occupy the cold northern reaches of the Amber Sea. Unlike most northern lands, the region is not dominated by mountains or broad plains but by an immense maze of bogs, shallow lakes, granite skerries, pine forests, and constantly shifting waterways.

The heart of the nation is Alsbo, a floating city built around a single massive granite island. Instead of resisting the water, its people learned to live with it. Homes, workshops and warehouses float upon timber pontoons while canals serve as streets.

Visitors often remark that they smell the peat before they see the city.

---

2. Geography

The landscape consists of:

- endless marshes
- peat bogs
- granite islands
- shallow lakes
- narrow channels
- conifer forests
- seasonal ice
- dense fog

Water constantly changes its course. Entire channels appear or disappear over the course of months, making local pilots indispensable.

Granite islands provide the only permanent foundations for large buildings.

---

3. History

Archaeological evidence suggests that the Marshers have inhabited the region since prehistoric times, adapting to water rather than attempting to drain it.

During the Age of Jarls, Alsbo became known for recovering cargo from wrecked vessels using primitive diving bells. One of the earliest recorded recoveries involved a Drakken longship destroyed on hidden granite skerries.

The defining event of modern history was the Great Reval Flood.

Unlike Reval, whose inhabitants attempted to defend their city against the rising waters, the people of Alsbo accepted that the water could not be defeated.

Instead, the citizens gathered and voted.

They decided that only three permanent structures would remain upon the city's largest granite island:

- the Lighthouse
- the Library
- the Great Peat Stove

Everything else would float.

This decision transformed Alsbo into the greatest floating city of the Amber Sea.

---

4. Government

Alsbo has a Mayor, City Council and municipal administration.

Their role is not to command the population but to coordinate it.

Citizens are expected to solve practical problems themselves.

Government exists to support competent people rather than replace them.

Several old families continue to hold considerable influence through reputation rather than inherited privilege:

- Ytti
- Mannheim
- Viipur
- Petsa
- Anker
- Lahti

Their authority comes from generations of experience in navigation, construction, trade and maritime life.

---

5. National Symbols

The symbol of Alsbo is the Knot.

Inspired by the Carrick Bend, it represents trust, seamanship, cooperation and practical knowledge.

Unlike chains or crowns, the knot is not a weapon nor a symbol of authority.

It is a tool.

The national flag combines:

- white
- blue
- brown (peat)

with the Knot as its central emblem, symbolising the people who bind together land, water and community.

---

6. The City of Alsbo

The city's granite island forms the highest point of the surrounding marshes.

Three public buildings stand upon it:

- The Lighthouse
- The Library
- The Great Peat Stove

Radiating from the island are districts of floating houses connected by canals, timber walkways and mooring platforms.

Boats outnumber carts.

Children learn to row before they can walk.

Many residents live their entire lives with a boat tied outside their front door.

The Great Peat Stove serves not only as a heating facility but also as the city's communal gathering place during severe winters.

---

7. Economy

Major Industries

- Peat extraction
- Glass production
- Fishing
- Sustainable forestry
- Floating construction
- Rope making
- Boatbuilding
- Diving equipment
- Underwater salvage
- Navigation services
- Wreck recovery
- Underwater archaeology

Alsbo possesses one of the oldest diving traditions in the world.

Modern divers recover shipwrecks, aircraft, cargo and historical artefacts from beneath the marsh waters.

Major Exports

- Peat fuel
- Glass
- Timber
- Boats
- Rope
- Fish
- Navigation services
- Salvage expertise
- Diving equipment

Major Imports

- Coffee
- Alcohol
- Grain
- Tin
- Copper

---

8. People

The Marshers are known throughout the Amber Sea as quiet, practical and dependable.

Their humour is dry.

Their confidence is understated.

Children of the Marshes learn practical skills from an early age.

Two well-known sayings illustrate this:

«"Children of the Marshes learn to row before they can walk."»

«"Children on the Floaters know a dozen knots before they know their letters."»

Visitors are advised to introduce themselves whenever landing near an isolated cabin, even if nobody appears to be nearby.

It is considered both polite and wise.

---

9. Flying the Marshes

Pilots consider the Frozen Marshes among the most demanding regions to navigate.

Local wisdom includes:

- Never fly alone.
- Always carry plenty of coffee.
- Never trust old maps.
- Always inspect a landing site from the air.
- Granite skerries may lie just beneath the surface.

The region's combination of fog, shallow water and changing waterways has produced generations of exceptionally skilled pilots.

---

10. Proverbs

The Frozen Marshes possess a rich tradition of understated humour.

Examples include:

«"In the Marshes you don't catch the catfish. The catfish catches you."»

«"Marshers are polite and reserved... because nobody will ever find your body in their swamp."»

«"Ursa once sent a whole division into the Marshes. Last I heard, they're still looking for it."»

«"The Mayor speaks. The people tie the knots."»

These sayings capture the spirit of the nation: practical, resilient, self-reliant, and deeply connected to the water that shapes every aspect of life.

---

"As long as the Stove burns, Alsbo lives."

Saturday, 27 June 2026

Call of Amber Sea

It had to be a woman. Yes. 
Nothing else in the world would move me take one word for inspiration and begin building the world from it. The fantasy world that looks and feels like my homeland, but has its own unique voice full of laughter, its own smell full of salt and pine on the white sandy beach, the look full of ancient wonders frozen inside amber. So for now, i am sailing alone across Amber Sea. For now..

Lore of the Amber Sea.

The Tale of King Olgerd and the Three Fishermen

For as long as the fishing villages and towns of Pine Coast have stood against the Amber Sea, the story of the Three Fishermen has been told to every child.

Long ago, the wise King Olgerd ruled Pine Coast. He made peace with his neighbors, honored the Old Gods, cared for his people, and shared his wisdom with his three sons: Vytas, Karstis, and Andronas.

He often told them:

«"A king has three tools to rule his people: a Sword, a Coin, and a Word.

If your Sword is weak, you cannot keep your Word.

If your Word means nothing, no one will give you Coin.

If you have no Coin, you cannot forge a Sword.

Forget one, and the other two shall soon follow."»

The brothers listened, but each learned a different lesson.

Vytas was a warrior at heart and believed the Sword was the greatest power.

Andronas was a merchant at heart and believed all power came from the Coin.

Only Karstis, who had been born during the Shadowfall, understood his father's wisdom. He knew that none of the three could stand alone.

---

One autumn morning, King Olgerd summoned his sons.

"My time grows short," he said.

"I must choose the one who shall wear my crown.

Each of you shall choose a place and go fishing. Return to me with your catch. Then the Old Gods shall guide my decision."

The brothers bowed to their father and king, each hoping to prove himself worthy.

Vytas journeyed far upstream. Patient as a hunter, he waited until he caught a magnificent Red Salmon returning to the rivers of the Angel Islands.

Andronas cast his nets into the great lake near the royal hall, where before sunset he landed a mighty White Catfish.

Karstis launched his small pine boat upon the Amber Sea. He sailed farther than any fisherman dared that season, and returned carrying only a single long eel with eyes the color of amber.

Each brother laid his catch before the king.

---

For three days and three nights King Olgerd remained alone within the Sacred Grove of the Old Ones. Holy fires burned without ceasing.

When at last he emerged, his hair had turned completely silver, and his eyes seemed older than any man remembered.

He summoned his sons and the court.

"My sons," he began, "today you have all made me proud.

I gave you a task that would reveal not only your hearts, but the fate of our kingdom.

Each of you fulfilled it.

But only one shall inherit my crown."

He turned first to Vytas.

"Come forward, my son."

"You caught the Red Salmon, the fish that returns against the current to the waters of the Angel Islands.

Take my finest ship.

Choose your crew.

There you shall win yourself a kingdom and take your wife from the hills of those islands.

This is the will of the Old Gods.

This is your fate."

Vytas silently nodded. His hand rested upon the haft of his axe.

"It shall be so, Father."

He returned to his place.

Then the king called again.

"Andronas, come forth."

"You caught the great White Catfish from the waters beside our home.

You shall inherit my crown.

Rule wisely.

Guard our people.

Bring peace to this land.

This shall be your fate."

"I am honored, Father," replied Andronas.

The court erupted in cheers.

Some celebrated their future king.

Others gathered around Vytas, already dreaming of conquest.

King Olgerd raised his hand, and silence returned.

At last he spoke.

"Karstis, my son... come forward."

The hall grew quiet.

"Yes, my King."

"The path before you leads into the Amber Sea.

The Old Gods have shown me only this:

Beyond the horizon, one waits for you.

Whether she is queen, goddess, or death itself, I cannot tell.

I know neither what you shall find, nor whether you shall ever return.

But your path lies there.

And so long as your fate remains unknown, a Lantern shall burn above your home.

There shall always be food upon your table, warmth by your hearth, and shelter awaiting your return.

This is the will of the Old Gods.

Do you accept this path?"

Karstis bowed his head.

"Yes."

---

Three days later, King Olgerd died.

Vytas gathered his companions and sailed for the Angel Islands.

Andronas placed the crown upon his head and accepted the burden of ruling Pine Coast.

Karstis built himself a boat from the finest pines, strong enough to cross the storms of the Amber Sea.

He departed without saying goodbye.

Yet from that day onward, no Lantern has ever shone brighter than the one above the house of Karstis.

Some say he discovered the Serpent Islands, where Jurrate herself rewarded him with seas rich in fish, timber, and amber.

Others claim he became the beloved of the Sea Queen and sailed beside her upon the back of the Great Sea Serpent.

No one knows the truth.

But every year, when the autumn storms begin, an old yet strong fisherman is sometimes seen walking the shores of Pine Coast.

He speaks kindly, mends broken nets, and shares stories no sailor has ever heard.

Before dawn, he is always gone.

The Lantern above the old house burns a little brighter that night.

No one asks the old fisherman's name.

For everyone already knows.

Saturday, 27 December 2025

In Memoriam: Vince Zampella.

 


Its been several days since it happened. Global news have delivered a dry statement: Vince Zampella, an American video game designer has died on 21 December 2025 in the car crash. He was only 55 years old. 

Several decades ago, it would be just another sad new. But now I realize that he was Master of his craft, akin to artist of Renaissance. That his work affected more people than most politicians or religious leaders ever dream of. Vince Zampella had a vision for his games, and he understood the simple truths of those games he brought to life. He innovated and brought life to the pixels on screen. He made player care for the game he played.

May be that is why he had to fight for it, so many times against the corporate bloodsuckers, who see games only as a soulless compilation of metrics and gamers only as wallets to drain. Innovations are unpredictable, making worst kind of fear for them.

He and his team gave birth to incredible first person shooter games that put player in the middle of historic events like Normandy landings or Stalingrad defense. Call of Duty and Medal of Honor, became the staples of FPS genre, despite Battlefield excellent graphics. 

His third, the most difficult album, was Titanfall. A unique approach to FPS game, where player is already better than most of AI enemies on the map, since he is a Pilot, a unique warrior with heightened reflexes, jet pack and ability to fight during parkour stuns. Then during the same match, player would face a Titan, both his and opponents in incredible fight of tactics, speed and skill. 

Since Titanfall 2 release in October 2016, no a single other game was able to replicate or come close to its adrenaline fueled formula. It would be understatement to say that Titanfall was an instant success. Both games had its flaws and could use more development time. Being deliberately placed between two flagship releases didn't help.  But that is not the developers fault, but the stupidity of EA's marketing.  

Despite setbacks with first Titanfall and mediocre success of second part, Zampella and his team knew what they created: a world where people wanted to play. They noticed rise in popularity of "Royal battle" games, and took the best parts of Titanfall into Apex Legends. 

This game a has became a formative game of entire generation, like Doom in early 90's, Counter-Strike and Halo in early 2000's and Battlefield in 2010's. 

Apex Legends is one of most popular games in existence. But it also, unique spin to the genre: players work in teams of 3, the map is much larger, the cohesion between character's abilities is as important as teamwork, and pick up in the filed are game changers. New re-work of characters abilities is still too fresh for me to comment, but it shows that game is alive and growing in popularity and complexity.

Zampella's Respawn Entertainment has made another unexpected game: Star Wars Jedi: Survivor, an incredibly fun and story rich and engaging adventure in tune with classic Star Wars made by George Lucas. While Disney was doing everything to alienate its core audience, to destroy everything what made a Star Wars universe so loved, and popular, Respawn made a good game that brought hope to the fans and lots of good times to those who spent time with it. That alone, is a great achievement, especially set on the background of cultural war raging in America.    

 Latest revival of Battlefield 6 has became a swansong for Vince Zampella. His talent and dedication has turned a game that abysmally failed in both quality and popularity and brought it back to the roots. 

He brought it back to the players as engaging, fun and immersive experience. Players answered with millions of purchases and universal praise of the game.


But now he is gone.

If you looked at some his photos over the years in the gaming industry, you could see an eyes of wise warrior. The eyes of a man who had fought hard to get his ideas to players, who has suffered injustice and overcame it, who has seen far too many deadline and crunch hours. But despite all that, he never lost his love for his art, never lost his childish enthusiasms for games. 

Rest in Peace, Vince Zampella.

My thoughts and prayers are going to your family and loved ones.    


    

 

Saturday, 30 August 2025

Vostoryan Firstborn 306th Infantry Regiment


I must thank Peachy Tips for this.
 Eventually. His video on kitbashing models for Trench Crusade has inspired me to look at the mass of the grey plastic and make something out of it. Not for some game, rulesset or even. Just for the sheer enjoyment of creating. Yeah.
When you locked between day job and writing rules for a hobby, your creative juice is used up very quickly. 
Vostroyans are regiment in Warhammer 40k universe, thats unique due incredible ability to get reinforcement from its homeworld. This creates a strong military tradition, and allows veterans to pass both tactical expretise and superior weapons to a new generation of soldiers. 
Thats a story in essence. Visually, regiment memebers stand out with their iconic bear hats, baroque weapons and carapace armour. 

When i chose them as a source of inspiration i divided them into three groups: 
Grey beards: thats veterans with other 10 years of service in regiment. Mostly bald and bearded, they take on specialist and advisory roles. Some remain in command positions. 
Bear hats: these soldiers have served over 5 years or have distinguished themselves in combat to be elevated into veteran status. 
Shiny tops: the new generation of soldier, mostly used as footsloggers before the baptism of fire and eventual promotion. 
They are distinguished by Adrian style helmets and optional gas masks. 

Once the roles were established it was easier which parts i would use. 

Most of Shiny tops were built using Anvil industries Adrian helmet with gas mask, trench coat torso and trenchers legs. 
For arms i used parts from Atlantic games expendable troopers, they had the most Warhammer look. Details like grenade, bayonets and flasks came mostly from US infantry, as well as some of the bagpacks. 

Bear hats were more tricky. First of all they did not work well with trenches torsos. Luckly i had a choice between Atlantic games Raumjager ( space fallshimjager), Old Grognards (space napoleonics) and Space Viking Dwarves. Combination of those kits gave birth to iconic visial of high bear cap with lasgun, sword, flamer or radio. 
 
Greybeards were probably easiest: i simply added some unified elements like lasguns and backpacks. Their helmets already looked similar to others, so i keepopted to use fur coats provided in the kit to the "bear" theme going. 
I started with a plan for 6 soldier, but eventually got carried away into a group of 20. Almost a full platoon, with missile, plasma, flamer, grenade launcher and sniper option. 

Next step is painting. Wish me luck. 😉



Monday, 14 July 2025

Number 5.


By the time i finally gathered my thoughts on the subject it was dark. Sun got tired of scorching the city, and the only thing burning hot was my cup of coffee, sitting next to STALKER the board game on my table. 

 It was good.

But this game wasn't my design. It was created by team of Awaken realms, and designed by Pawel Samborski.

That brought a taste of sadness to event. Making a game about Stalkers was my big wet dream. I started designing It when i felt that i needed a knew challenge in life. 

But what do you do when you have an idea of a game, but no knowledge of how to design, produce and develop the game?

You learn

So, I did. I've read everything i could find on designing and producing board games, but most notably Quirkworthy's blog, Burger games blog and Jerry Stegmaier blog. It helped to understand how massive undertaking i was looking at. 

But you also need practice to understand what kind of games and thier differences exist. So I played everything i could get: from Warhammer 40k , Lord of the Rings skirmish to GMT games about World War 2, several RPG titles, euro style boardgames and countless others. That gave me solid understanding of maths behind the dice rolls and variety of options to make game challenging and interesting. 

But by then Ville Vourella has released his magmun opus, his Stalker RPG set in classic Strugatsky brothers world with 5 zones across the globe. It was something unique. He developed a diceless system for an RPG, where everything worked on advantages or disadvantages known to Game Master. 

But,  I kept working on my Stalker. By this time it was a hybrid between skirmish and role-playing game. My first ever playetest showed that i needed to learn how present my game to the players. So refreshing course in sales was in order. 

Follow up session showed that players struggled mostly with understanding what type of dice they shoud roll. Initial system used a ladder from d4 to d12 to represent the quality of skill. For those used to DnD one d20 roll, such complexity was too much. 

Then i decided to review my project, and return to original board game format. Approximately at the same time Zona was relased. That game was a masterpiece of telling an adventure story set in Exclusion Zone, but without the official licence. Clever

Next step in project was to simplify the dice pool and allow the skills to affect the not only dice rolls but position on the table. Eventually Patric Todoroff has wtitten and developed a Zona Alpha, light and versatile skirmish rules set in the same setting. 

I should have stopped by now. But i didn't. I kept working on a game that by now, more that 8 years in development was bringing tears into my eyes. Its a project that you must complete, but every time you progress you seem to fall behind. 

Recently I ve backed a project called The Zones. Its an book about customised Zone creation for any setting, but focused on classic Stalker troupes. 

I look at the huge box of Stalker the board game. I must find time to play it. May be it will help me to revive my old love. 

Or may be i should stop wasting time and scrap it? Use all the development for something new? Stalker taught me a lot. May be its time to let it go?

Sun was about to reappear in the grey sky above. My coffee has gone cold but was still bitter and strong. Just what I need after a long night of solace. 

Tuesday, 27 August 2024

Forth. New Horizons

Let me begin with an old news: our current project has been play tested at UK Games Expo in Birmingham. It may seem like a small or insignificant event, but the experience of showing your project to unknown audience was essential. Consider, this: every day gamers are bombarded by the huge amount of various new and old gaming news. You get anything from new releases, regular editions to re-masters of cult classics. To add you own humble voice to the this choir is another step in making your dream come true. 

But to get there, you start with your immediate circle of friends and gaming buddies, show them your works and hope they like it. Then comes the time when you are brave enough to bring it to the public. This is where you immediately know if your game is ready or need more work. 

The latter is the case, for our current Project STARZ. This game was born from idea of making a mod to existing card-driven board game about escaping from crashing space ship, by expanding its mechanics, adding dice rolling, characters and ... Yeah. Its a lot. 

After six months of working out the concept, characters and main mechanics game was presented for a public play test. It was the most nerve racking experience until people actually started playing the the game. When you see people having fun when playing something you've been working so hard to create, it changes your world. all the doubt, the sleepless nights, ideas that you were not sure will be understood suddenly fit into the experience. 

Yes, there is definitely a string of questions and feedback. No game is ever perfect in its first or even second iteration. But it just a fuel for the development. 

So, when is your game coming out? Where can i see it or play it? Short answer is when its done. 

Regardless of game development achievements, life has its own challenges. Due to several factors my general health and mental well being took a serious hit in July. Forcing me to take a break from social gaming, then change the day job i held. As I'm writing this, it is the end of August. I do feel better, but not enough to dive head over heels into a development marathon i did in the beginning of this year.

 So, I have to take it one step at a time... 



Monday, 19 February 2024

Third. that difficult third.

Its been far too long since Second post was published here. It seems like it was made in another dimension, so much has changed in gaming, business and personal life. 

3D printing revolution has won. With printers and resin getting more and more accessible to average players, less people tend to by plastic models. 

Games Workshop has unveiled new edition with free rules, along multiple "specialist" games. Killteam became a legal copycat of Infinity. Gasslands have created a following in both GW games and other Indie games.

AI revolution is happening. More and more publisher use  AI generated art, texts and other content in both video and table-top games. 

Dungeons and Dragons has celebrated 50 years, and moved into new age with new editon of rules where everyone is rainbow puking pony. 

Despite that, Baldurs Gate 3, designed for mature audiences became the game of year and most popular game on Steam. 

Boardgame market has over 200 new titles every year. Thats the most worrying sign, of market being overpopulated. However, nobody know if its going to implode as it happened with late 90- s Atari chipset games. 

We are still in development limbo. Studio has shrunk to a one man band (namely Pavel). Then we had to stop working on games at some point due to stress of day job. A small success was to show a prototype of our strategy game during UK Games Expo 23. 
Then, more and more playtests, redesigns and improvements. Step by step.
That third step was really difficult. 

Wednesday, 5 May 2021

Empire of Sin: 3 main questions: Economy

"This should be the last rant about Empire of Sin, and what it could improve in its design. Mainly, as topic suggest it need to have a look at how its economy system hampers and limits its potential."

No Competition

As is stands at the moment of writing (patch 1.04), EoS has pretty simple and robust economical system: district generates customers, them those customers are divided between various rackets, according to draw, and then they spend their money according to combined ambiance and sales of each racket. That's all.


No effective staff salary or hiring, no taxes, no electricity or water bill, not even resources required to produce alcohol. Nothing to spend our hard earned cash. Yes, player can upgrade each racket to a 5 star establishment, but there is absolutely no reason to do that. Not a single one, except player, thinking that it will improve his income. Which is partly true, but once you realize that its much more easier to take over more rackets than upgrade few that you own, you probably will not do it, unless you want to experiment with your build. The reason for that is two-fold;


First: abundance of other possibilities, and free real estate. Anywhere you look, you will find plenty of Derelict buildings or vulnerable rackets to take over. In smallest game with just 3 neighborhoods, you have approximately 30- 60 free buildings to take over. Once you reach 20 rackets you will never need money. Yes, number will go up and down, but it will not matter. With 20 rackets, you are already won the game, simply by amount of cash you make every week, you will outlast, and out buy anyone in Chicago. You don't even need to fight anyone, just keep selling them booze, or throw occasional cash their way.


Second: pathetic competition. AI in terms of development, is either lazy or designed by pacifist. None of the AI factions will not develop their rackets beyond level 1, or even aggressively expand. If a player can capture about 4 rackets per hour of gameplay, (that is if you fight each one of the thugs in the building), and will only get stronger and stronger, then AI limits is demand one or two rackets as a result of costly war. AI never expands beyond its original set-up, and never attacks player's safehouse. That's not how to create a competition


Supply and Demand, anyone?​

Now, lets talk about an elephant in the room: the basic economy and trading. I'm sorry, but to in order for you to understand my point, I need to diverge for a minute.

The basic pillars of every economy since the stone age, have always been Price, Product, Supply and Demand. This is true even for criminal enterprise. People want the Product, and their desire determines the Price they are willing to pay and Demand in number of units. But if Supply is lower than Demand, then Prices quickly rise up. However, if there is plenty of Supply, then prices tend to go down, as every trader wants to make their profits. Unless there is an agreement between traders to keep price at certain number, so that everybody can benefit from average, but relatively stable sales. That's the simplest explanation of capitalism I can do.


However, Empire of Sin laughs in my face and tells me that I know nothing. You do not need prices. You do not need Supply and Demand. You are a gangster. You shoot people and take their stuff. All this business stuff is for your accountant to sort out. Then gameplay goes on and only reinforces this statement. That's my biggest problem with this game.

Sadly, Empire of Sin, is not about building a criminal Empire, as game's advertisement were promising. No, Empire of Sin is Thug simulator: rob a place, take over a racket and keep shooting until none left. It promised a Godfather moments, where you build an underworld empire, develop an influence, power, network of supporters and bribed politicians in order to take over Chicago. But instead you are 2-pence thug with a Lee Enfield rifle (the best gun in the game), who cant do anything, but to wonder from one gunfight into another. Not, by choice, but design.


Coming back to economy. Now, if you look closely you will see that during trading with other bosses, there is a background calculation of how much they are willing to pay for your booze or guns. That mean, that prices do exist, but they simply are set in stone, somewhere in game code. Player never sees them, but from observation of my trade, I can establish that one box of swill will sell at $3. But, how player is negotiating a trade without talking about how much he is going to pay, about negotiating a PRICE for his illegal goods, I do not know. That's not how Americans do that.


Various Resources?​

Now, the other huge problem of Empire of Sin, is in it resource management. There are three types of resources player has to manage: money (easy as sin), guns (abundant as sin) and Gangsters, (simple as sin). I've touched the money earlier, so lets talk guns and Gangsters.

Player is correct to expect abundance of guns in the Gangster themed game. Empire of Sin does not disappoint. From the start, player can find rare and unique weapons by attacking random thugs guarding a box full of weapons, like SMG or heavy Machine Guns. It's a good help for a struggling player, who may not have cash to pay for revolver, but suddenly has a very powerful arsenal just by looking in the dark corners of the city. I can see that this system was lifted from Dungeons and Dragons, where heroes find a +2 Sword of Justice in some dirty goblin hole. It is saved from being totally ridiculous by two things:

1) Lack of weapons concealment system: literally anyone can walk on the street with huge Lewis MG, and none will notice it until you start firing.

2) Lack of legal ways of buying weapons. You simply cant establish a private investigation company, and use it as cover to buy weapons. That is non-existent in the game. (I will talk about Black Market later on).

But the problem of the abundant guns lies in other sphere: Guns as Resource. As you develop you criminal enterprise, you tend to improve the guards rating, by doing once-a game upgrade into security, that improves quality of Guards, their weapons and their numbers. This is a wasted opportunity to give player a management decision. First of all, player may choose how much to pay to the guards, then what kind of weapon they will be issued, or perhaps demand that guard would bring his own weapon. Then the number of places this guard will be protecting, or may be joined the forces with your A-team for an assault on the enemy stronghold. All of those, would require to have “guns” as another resource, in order to avoid micromanaging every guard.

There is another reason for the Guns to be a resource: a drive-by raid and other operations. As a rule, gangsters tend to get rid of weapons used during a crime, since police was able to track them to their owner. But there is no police in EoS, right? So why bother.


Virtual Goods​

This highlights another problem with EoS economical system: lack of physical representation of goods and resources, including money. As it stand now, all transactions, except guns for your crew and Boss are not material. By that, I mean game does not create an object (lets say a crate of beer) in the game world and then moves it from brewery, to warehouse, then to the pub, and then exchange it to cash. So at no time, an opponent's or police raid can stop said crate of beer from being created, transported, consumed or sold for money. The money is also does not have a presence it the world, apart from numbers in the information tab. This is another wasted opportunity, since gameplay would be so much richer, even if its just another combat mission, if player would have an impact on opponent's production, delivery, service or just by actually robbing the safe of other gangster and actually carrying a bag of cash to your hideout.


Rumors and Intelligence​

Do you think a gangster would call the police to help? May be, if he had police on the payroll, he could. However, its not possible. This highlights another problem, the lack of meaningful relationship system and information gathering. As it stands at the moment of writing, all opponent's safehouses are hidden from view of the player. It requires cooperation with other Bosses and slow background process of passive intel gathering to reveal safehouse location. This shows another opportunity to improve the game by adding resources called: information or intelligence.

From rumors to professional detective work, every faction should gather intel in order to do some of the following:

1) reveal hidden rackets or safehouse

2) lower the police HEAT!

3) receive warning about enemy attacks or police raids before they occur

4) find incriminating evidence and witnesses against key figures, opponent's henchmen or Boss, or even yourself (to give them a better offer, for example)

5) gain new contacts on the Black Market


Black Market​

Lets talk about Black Market. At first, a short story.

In one of the RPG campaigns I've seen online, Game Master brought player's heroes to the village in the need of rescue. When Heroes tried to shop for supplies, they have found out that trading in weapons and almost everything else was forbidden. But every NPC they talked to, have suggested that they should try the BLACK MARKET, of Friday night. So they did. On Friday night they came into the very same market, next to town hall, with very same guards and very same traders and bought all sorts of magical weapons and stuff. Dragon was killed, city was saved, and everyone rejoiced. The question remains, why GM forced them to go to Black Market in order to get the needed supplies, if everyone in the town knew that only Heroes could save them, and everyone in the village were trading on the Black Market? Those questions are a prelude, to my next rant.


Black Market in Empire of Sin is crutch to a game's economy. Simple as that. The way its implemented, makes me wonder, how to class what my character is doing? Player is creating and selling illegal booze, runs illegal casinos and brothels. Is that good enough for a Black Market? Grey market?

In the game it serves as the one and only INDEPENDENT source of medical supplies and other gear. Since there is no other economy in the game, player is forced to open a menu featuring nameless moustache man with Tommy gun and pay ridiculous money to get bandages, medic bags, grenades and weapons. Every week this market refreshes itself, and you get exactly same goods for exactly same prices. You cant negotiate. You may have the largest criminal empire in the city, but Moustache man has monopoly on the grenades and bandages, so you will deal with him or die.

It makes me wonder, why players can not open a totally legal pharmacy and get those supplies from there?Why player cant buy building demolition business, and gain legal sources of dynamite? We have the money. Or why in order to deal with other Bosses I cant go through the BLACK MARKET menu? Aren't we all in the same illegal game? Why there is only ONE Moustache Man? Why not have several dealers, with connections and rivalries between them, with varied goods, varied prices and availability on those goods? Why let me negotiate the price and point of drop off? Why not have underlings of other Bosses selling or buying stuff? Why not allow player to sell information? Why not have a working economy?


But, I guess its too much to ask. This would make trading actually MEANINGFUL.


Criminally Busy

Now the last thing I'd like to touch upon is how our criminal organization is presented in the EoS.

As well as having the mighty Boss, players are encouraged to promote gangsters to various positions. But at the same time, this takes them away from front lines of our gang war. The only place they are actually important. Yes, few of the gangsters have organizational skills, like trait “Gang Leader”, but they are so well hidden, that unless you know the game, and you know where to look for specific information, its unlikely you will find it. So, as a rule player tend to avoid assigning Boss or even a Gangster to safehouse. This could be changed, if game would create a mission with requirements for specific type of Gangster.


For example:

1) Meeting and Negotiating with other Leader: Boss, Hired Gun, Enforcer.

2) Running a Casino Scam: Con Artist, Thief, Hired Gun.

3) Raiding enemy warehouse/racket: Enforcer, Demolition

4) Gathering Intelligence: Con Artist, Thief, Doctor


Depending on the mission, you may need at least one of the listed types. But if you have all required gangsters, you may gain an Initiative boost, or placement benefit. So, after Gangsters has been assigned to a combat mission, he returns to his post (Underboss, Lieutenant,) after mission has been resolved. This way, Gangsters are not removed from players control. In addition, if mission system is used, it will allow to use a garage and cars as limiting factor to number of gangster you can bring into combat, and allow for a faster movement across town without the need for taxi.


Now. It will probably be my last rant, for some time. After spending more than 100 hours on Empire of Sin, I'm feeling a bit tired. It has a good core and ideas. I love the storylines and unique gangsters. Visuals and music are great. But this game should have stayed in development for another year. Sadly, it lacks any strategic depth or meaningful Empire development. Outside of combat, there is not much else to do or control. My sincere hope is for future development of this game and more mechanics and systems to be implemented. Sorry, if any of this came as angry rant.


Thank you for reading this.

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.


Empire of Sin: 3 major questions: Exploration


Part 1: Exploration


So spring has arrived and patch 1.04 has fixed up a lot of things in Empire of Sin. Great news. Now lets talk about thing only a re-work (or additional development?) can fix. Namely: Exploration, Management and Economical systems of the game.


During the developers stream, before the release of the game one of the devs, have mentioned that apart from Empire of Sin, there are no other game like that on the market. I don't know how bring it up nicely, but there are other games in same theme and genre. And most of them do a much better job at their chosen approach to the game.


For example, good old Omerta: City of Gangsters, has its roots in Tropico management series. In that game we follow the path of one of the Sicilian gangsters in Atlantic city, all the way from being a henchman to a “Capo del tutti”, (Boss of the bosses), and then through his confrontation with Federal investigation (led by his own brother), and finally to the end of Prohibition era, and as he eventually becomes a legitimate businessman. In over 30 missions, player is always on the edge, as he is racing against the opponent's AI, raising police attention, ambushes from enemy gangster and somewhat limited resources, as you start conquering each neighbourhood with your trusty crew and some cash.


Omerta and EoS share one major thing, they approach resources, such as booze, people and money, as pure expenses to be made in order to have profits. They do not get into production cycles, types of alcohol, its fine qualities. Its a mean to an end. In fact, EoS has more variety of booze on offer. They also do not dwell on logistics of the their goods. The only thing moving around is your gangsters doing various missions like: finding the informant, getting information, renting or buying property, doing a drive by to a competition, hiring a lawyer, setting up a soup kitchen for poor, attending a rich and famous party to talk to politician, buying guns from police chief, setting up a pizzeria, and many more. Most important thing, is that every action leads to your actual influence growing, and giving your more and more protection from police activity. Police rarely patrols the streets, since main combat action is hidden in story missions. Instead, your every action increases the Heat level by certain percentage, once heat is at 5 stars (or 100%), investigation starts and even if you have money, you or most of your crew risk being arrested after police raids your safe house. Heat mechanic in its simplicity works as a pan, that is slowly heating up under the players feet. It makes you run, and run fast.


On the other end of the spectrum is an upcoming bootlegger simulator, named City of Gangsters (I know, it gets confusing, but its different game), in development by Soma Interactive. They create a city filled with NPC, and give each one of them a certain network of friends and relatives. In addition, they focus their game on :

  • production cycle: booze of different types require different ingredients, distillery, time and a handler,

  • distribution network: you have a number of customers, then you you have a relationship meter with each one of them, the more trust you have, the more chances of you selling or buying your illegal products or introducing you to another client,

  • management of your crew: people you hire have certain traits, like Attractive (which will boost sales), or Strong (that will increase your chances in combat), then player assigns daily tasks, routes and vehicles they take. In addition player may choose who will go exploring around town and look for new contacts. Yes, it is micromanaging.

  • maintaining relationship: game creates micro-event like birthdays, thug raid, illness, car crash and so on, that allows player to increase their trust rating with important people of each neighbourhood, and eventually develop a protection ring from both outsiders and police. Small talk here, bribe there, then gift here and you control the city through knowing all major players. This is also a systemic gameplay, not something that is hand-crafted for individual character.


In short, each game hides layers of information and possibilities from player. But each one of them also gives tools on how to expand and open up new possibilities, thus creating an Exploration gameplay and gives player meaningful Management decisions. Its up to a player how to approach the information gathering, be brutal or polite, use real violence or just threats, leave a good tip or try to sweet talk yourself in. It also make player to choose whom to send for a certain missions, would you send an angry thug to do a conversation or smart con artist?


Each game gives two or three know starting points, that would lead player further up an away in gameplay, simply by hiding majority of information, by making player work for information on his opponent's, and slowly opening up opportunities to use. None of these features are present in Empire of Sin. The biggest step in right direction was hiding the safe houses and making a sit-downs happen elsewhere.


So my question is simple: How developers are going to address the Exploration?


As it stands now, its limited to my gangster walking down the street and slowly discovering all the rackets. Chicago being rather big, it may take some time, but it will eventually happen. In addition, player always has perfect information on enemy gangs, how much cash they have, how many troops, how many rackets and weapons. Unless you hide all that, any meaningful exploration or mole infiltration is pointless! You cant give player perfect information, it kills the very idea of illegal business!


My suggestion on Exploration part would consist:

  • hide ALL rackets behind the “facade” of legal business or residential housing. Do not tell player any racket location until you send one or more gangsters on the reckon mission.

  • Allow you gangsters to have a certain influence or network of informants in specific neighbourhoods (yes, that would require to have a certain static element in the neighbourhood).

  • Create AI controlled, neutral businesses, that can provide either services or information or can be bought, rented, or ransomed. I'm bored with city, where only business activity stems from gangsters!

  • Create a mission system that will open up known building in the area in following stages:

    • A) known legal function, service and link to other legal business (house, bank, garage, club, flower shop of Mr. O'Banion,)

    • B) known illegal function link to other illegal business (speakeasy, brothel, casino, pit fight arena, ect).

    • C) known ownership: neutral, gang faction owned, gang controlled (pays protection money to a gang). Probable mean of taking over: buy out, offer better protection, drive-out of business by sabotage or drive by attacks, or hostile take over (traditional EoS combat).

  • Hide essential faction information from the player, unless he has got a mole in the faction! OK, at least allow player to switch between “all visible rackets” mode and “all hidden mode”, if someone cant be bothered to search for every corner.

Thank you for reading my smartass ramblings.

Empire of Sin: Thief class suggestions

"this text I've posted on Empire of Sin, Paradox forums as part of many suggestions. Being a critic is always easier than being a developer. Guilty. " 

It a very strange thing to my mind, that a game about crime, booze and Tommy-guns, does not have a dedicated “property redistribution specialist”. So, here is my take on what kind of skill Thief should have.


Combat skills:

Tier I:

Blend In: Thief remains neutral in combat, until he actually attacks with firearm, or some one uses Mark Target on him, stripping him from this ability. Until then he is counted as neutral civilian. Note: Thief cannot carry rifles, sniper rifles or machine-guns for this ability to be active.


Tier II:

A) Mark Target: (same as in game) mark an enemy, with +20% chance to hit him.

B) Sneak attack: you first attack from neutral state does +100% damage

C) Machine-gun training; Thief can use and equip machine-guns.

Tier III:

A) Rolling carpet: Thief throws a load of ball bearings on 5 tile location to set a trap. Any unit moving in or through that location fall on the ground and loses both of its actions. Trap dissolves after 3 combat turns and is not visible to opponent.


B) This is a Robbery! : Thief fires several shots into the air, setting off a chain reaction with all civilians in the 6 square area: every civilian is set to Panic, run to closest exit or closest Guard. If civilian reached Guard, then he is set Panic as well. Named Gangster and Bosses are not affected.


C) Property redistribution expertise: when ransacking, smashing or demolishing building you just took over, gain +25% more $, than normal. Then add +5% for each Thief's level.

Tier IV:

A) Keen Observation: when on street patrol, assigned as a Mole, or visiting other factions racket, increase chance to spot other hidden rackets by +5%.


B) Hit and Run: after performing an attack, Thief can make a free move.


C) Free money: when visiting opponent's rackets, Thief steals money that belong to the customers, and brings 50% of that “income” to the Boss. If Thief is caught, he must fight his way out or be ransomed by the Boss.

Tier V:

A) Gut shot: (same as in the game); perform a point blank attack that causes Bleeding.

B) Dazzle: any flanking attack from Thief, cause target to become Dazed.

C) Rifle Training: Thief can equip and use rifles.


Non-combat skills:

Tier I:

A) Improved deflection by +5% of any building occupied by Thief. Non-cumulative with other Thieves assigned.


B) Back door exits: racket with assigned Thief have hidden escape routes allowing to flee when attacked. If racket is sacked by police or gangsters, you lose 50% less money than normal.


Tier II:

A) Word of Mouth: when assigned to speakeasy or brothel, Thief has a chance of learning about Thug-occupied building, or planned police raid, or hidden racket. (test? Roll of dice? )


B) Friends in the blue: once a month, Thief may spend $200 to find out a rumour about upcoming a police raid, it target and time.

Tier III:

A) Attentive security: when assigned to a racket, Thief trains local guard how to recognise and counteract other Thieves. Increase security rating by +1, and increase chance of spotting other Thieves by 5% per level.


B) No more bets!: when assigned to casino, Thief generates a random rare or unique item once every week. People do like to place weird bets and pay for them in goods. Item is usually a weapon or small amount of $. (up to $1000)


Tier IV:

A) Document Forger: when assigned to a racket, Thief generates fake documents that allow racket to pass any inspection. If place is raided by the police, then it automatically restored to working order after the raid.


B) Matter of agreements: when assigned to the Safe house, crew take is reduced by 5%, but income from raiding, ran sacking and smashing properties is reduced by 5%.


Tier V:

A) Cross training: when assigned to the Safe house, gangsters may be trained in the Thief combat skills as secondary rank.


B) Thief's angle: when planning Assault or Raid operations from your safe house, Thief can add a Sneak attack options (all members of attacking team start in concealment, inside enemy safe house).


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.