for traits, which G:OG didn't have I think, a simple system like CK2/CK3 would be good. I would partially keep the star system, but I would make it easier to read by using a 0-10 rating instead of start + cleanup the skills themselves, for example knifefighting should be a perk/specialization for close combat skill, while arson should also be perk/specialization, but for demolitions/(heavy weapons?) skill. You start with less people but get more respect from various actions + shopkeepers of Italian/Sicilian ethnicity will be extra afraid of you and will cooperate easier. Exiled Mafiozo - you were exiled from a town in Silicy because of some "issues", and you have to start a new life in the US. You start with a few extra loyal gangsters and have some initial contacts. But you are grown ups now, and you now want to finally get a piece of the criminal pie for yourselves. Childhood Friends - you grew up with a bunch of tough guys in a neighboorhood. Backstories would be cool, for example you could have different starting scenarios, like Origins in Stellaris. a cool mafia organisation tree, like in the movies, with a boss, capos, soldiers.īasically a sandbox gangster game, with no pregenerated missions, to make the player feel like a boss.Ĭlick to expand.I like this. At each step of the way you can intervene to make sure your gangsters can evade responsibility for their crimes a whole justice system, with each crime committed possibly creating some evidence (like witnesses etc), which then gets investigated, the police will start looking for suspects, if they arrest a suspect then there is a court trial with a judge, jurors, lawyers etc. I don't have any good ideas for combat really. immersion: seeing your gangsters walk around, doing your orders, getting handed envelopes with money from "protected" businesses, having your gangsters put a witness inside a car trunk, driving to a desert and then the gangsters whack and bury the witness. a lot of personalization: you can create your Player Character, name him/her, name the gang, choose your clothes and gang colors etc. a lot of different legal and illegal business, each having at least a small twist/hook to them, for example money printing press can boost income of legal business, while brothels can be used to bribe/persuade police officers, judges and other characters a lot of varied criminal actions available (beatdowns, intimidation, bribery, ambushes etc), each having it's own set of costs and consequences/effects preferably pausable real-time gameplay (merge the Planning and Actions phases from G:OG, but don't remove any options/orders, which Gangsters 2 did, sadly) no teleporting between districts, your gangsters can cross the whole city on foot) Here are some things which I think are important: This made me think about what I would like in a hipotetical, modern Gangster strategy game/simulation. I tried playing recently the GOG version of G:OG, and although it worked and I had some fun, I kept getting frustrated by the ancient UI and aggresive AI. I admit I haven't played Empire of Sin, but I watched a few gameplay videos and I didn't like that it seems to be basically a X-Com2 lite with some basic empire management stuff. City of Gangsters is really a logistics tycoon with some gangster paint, not an actual mafia game. Omerta had a cool idea but implementation sucked. I've been thinking lately about gangster themed strategy games, and I noticed I only really liked Gangsters: Organized Crime, and perhaps Gangland a bit.
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