Post by Alex Fury on Oct 9, 2013 12:26:49 GMT -5
Didn't want to put this in 'wish lists', because I'm not entire sure I'd WANT to deal with some of these ideas. But they could certainly flesh out the world/zone
1a) have a chance to 'lose' a safehouse. Perhaps you have a go-to one you use WAY more than anywhere else. An encounter variant where it gets raided or locked-down.
1b) If the above happens a hack, combat or perhaps some kind of self-mission to re-open it. Perhaps re-buy. (but some of those are hellishly expensive)
2) Like with the Los V ladder, gain a safehouse from a mission as a reward. Perhaps only a one-use or time-based one. (for killing this guy, the heat will be high as hell in that zone. you may not make it out alive. you can use XXX location to hide-out until things cool down for 1 day)
3a) Maglock use to hack in to an un-purchased safehouse. Perhaps with a choice. rest to lose heat OR rest to use XP. Not both. (rationale: since you effectively broke-in, it's simply not as restful as you have to be on-guard that you don't get 'evicted'.
3b) A 'combat' to not be evicted, that lets you get full use out of the safehouse (and for both 3a/b, only a one-shot)
4) A shift in safehouse purchase pricing: A One-shot rental, a time-based rental (weekly perhaps), and the outright 'purchase'. This could get a bit tricky for balance for cost between difficulties though I could see.
5) RARE safehouse encounters. Perhaps primarily if you (again) use one FAR too frequently.
- press-job
- hit
- other?
6) I think this may have been talked about elsewhere, but.... Safehouse upgrades
- phone/matrix connection
- auto-doc - guarantees a +1 health recovery up to 8 or 9 per visit. (perhaps a mission/purchase for supplies)
- Private garage - allow even a low-heat taxi to pick you up from the safehouse if there's high heat
- Tunnel - if there are two safehouses near opposite sides of wall in two zones (or even same zone) potential upgrade for a tunnel between them. With event to shut it down and possible loss of one or both safehouses. (temporary, perhaps perm (until safehouses and tunnel re-purchased) if you crit-fail the event (horribly botch the roll, lose the combat or escape (ie, you run away, they get to tear the place apart))
7) Reduction in heat-loss if using same one too frequently.
8) As some zones have 2+ safehouses perhaps a 'safehouse lockdown' rumor. - note: this would not affect hotels. And perhaps limit it like hotel/vip room lockdowns as I'd commented on elsewhere.
9) Since, at the moment, you can multiple-purchase keys (though don't think you can use the duplicates, or no effect if you do), allow for multiple rooms in same safehouse (as some are hotels or larger buildings). So that can reduce the chance of safehouse-eviction/lockdown/event from 'too frequent use. IE: High End Apartments in Boston core.. you purchase multiple apartments. Can choose which to go to. Perhaps a + to event rolls if you have this (ie: a 'hit' on you has a higher chance of evasion/flee if you have 2 or 3 apartments.. as they break in to the wrong one)
Note: 'FAR too frequently' would be something like 5 visits to same one in a week of game-time. Perhaps more/less depending on difficulty
1a) have a chance to 'lose' a safehouse. Perhaps you have a go-to one you use WAY more than anywhere else. An encounter variant where it gets raided or locked-down.
1b) If the above happens a hack, combat or perhaps some kind of self-mission to re-open it. Perhaps re-buy. (but some of those are hellishly expensive)
2) Like with the Los V ladder, gain a safehouse from a mission as a reward. Perhaps only a one-use or time-based one. (for killing this guy, the heat will be high as hell in that zone. you may not make it out alive. you can use XXX location to hide-out until things cool down for 1 day)
3a) Maglock use to hack in to an un-purchased safehouse. Perhaps with a choice. rest to lose heat OR rest to use XP. Not both. (rationale: since you effectively broke-in, it's simply not as restful as you have to be on-guard that you don't get 'evicted'.
3b) A 'combat' to not be evicted, that lets you get full use out of the safehouse (and for both 3a/b, only a one-shot)
4) A shift in safehouse purchase pricing: A One-shot rental, a time-based rental (weekly perhaps), and the outright 'purchase'. This could get a bit tricky for balance for cost between difficulties though I could see.
5) RARE safehouse encounters. Perhaps primarily if you (again) use one FAR too frequently.
- press-job
- hit
- other?
6) I think this may have been talked about elsewhere, but.... Safehouse upgrades
- phone/matrix connection
- auto-doc - guarantees a +1 health recovery up to 8 or 9 per visit. (perhaps a mission/purchase for supplies)
- Private garage - allow even a low-heat taxi to pick you up from the safehouse if there's high heat
- Tunnel - if there are two safehouses near opposite sides of wall in two zones (or even same zone) potential upgrade for a tunnel between them. With event to shut it down and possible loss of one or both safehouses. (temporary, perhaps perm (until safehouses and tunnel re-purchased) if you crit-fail the event (horribly botch the roll, lose the combat or escape (ie, you run away, they get to tear the place apart))
7) Reduction in heat-loss if using same one too frequently.
8) As some zones have 2+ safehouses perhaps a 'safehouse lockdown' rumor. - note: this would not affect hotels. And perhaps limit it like hotel/vip room lockdowns as I'd commented on elsewhere.
9) Since, at the moment, you can multiple-purchase keys (though don't think you can use the duplicates, or no effect if you do), allow for multiple rooms in same safehouse (as some are hotels or larger buildings). So that can reduce the chance of safehouse-eviction/lockdown/event from 'too frequent use. IE: High End Apartments in Boston core.. you purchase multiple apartments. Can choose which to go to. Perhaps a + to event rolls if you have this (ie: a 'hit' on you has a higher chance of evasion/flee if you have 2 or 3 apartments.. as they break in to the wrong one)
Note: 'FAR too frequently' would be something like 5 visits to same one in a week of game-time. Perhaps more/less depending on difficulty