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Basil Bradford
Basil Bradford

Sep-18-2005 23:47

I think it would be a great incentive for players if we could aquire more than 2 contacts per city. I don't mean right away of course, but say every 500 or 800 thousand experience points, get another one. Why limit to just two contacts when you're bustin' your butt working in the city, doing favors left and right etc? you're bound to make more than two contacts at some point I'd think.

Replies

Crash Walker
Crash Walker
Old Shoe

Sep-19-2005 12:52

Doea anyone else get lots of favour cases where the person asking for the favour is the first to clam?

Crash Walker
Crash Walker
Old Shoe

Sep-19-2005 12:52

or *does* even :)

jstkdn
jstkdn
Well-Connected

Sep-19-2005 15:43

I think this is much along the same line as deteriorating skills and equipment. But I have no idea for the life of me, what we all thought about it when we discussed it. :)

reda
reda
Well-Connected

Sep-20-2005 03:26

Maybe CFM can dig it up?? ;)
I do remember some talk about the possibility to loose a contact. It was back in the days when we could have 2 PE contacts (or 2 WE if you had bad luck).

Anyway about the realism in the game. I think its nice but to a point. Some things cant work as in real life just because they will make it much too easy to play.

Gena Long
Gena Long
Sleuth About Town

Sep-20-2005 06:41

In answer to your question crash, I always have felt that the person requesting the favor should be a contact for that favor. I mean they do want the case solved don't they?

LastTrain
LastTrain

Sep-20-2005 07:30

Quote: Mind you, if we went along the "Sleuth to be more realistic" lines, we wouldn't get clients who hire a detective and then won't give him/her any information, and/or turn out to be guilty themselves!!

My reply: OJ!

It is somewhat unrealistic that clients clam quickly when they are NOT the actual guilty party. But since there are times they are guilty, it wouldn't be fair or perhaps even possible to have them be very open when not guilty.

I do agree with crash's 'reality' thought that favor-seekers shouldn't clam.

Moonshh
Moonshh
Well-Connected

Sep-20-2005 09:04

The topic of favor seekers not clamming is such an oldie that I doubt it will ever change. I thought of it too, way back when, and I agree it makes sense, but I believe that Ben has decided that it is not in the best interests of the game.

I could imagine setting things up so that the person asking for the favor automatically has NONE of the information needed to solve the case, but that could, in fact, make things harder, if it meant that there was a greater likelihood of the evidence clumping with someone else in the town...

As you gain experience, you'll never get a favor harder than incredibly hard, and there are very few times I've been stuck on these.

In fact, I can't remember the last time, even the dreaded ones with four hairs and some barber alibis. Every now and then I might have to quit a favor, and that can be frustrating, but if I knew I could ALWAYS do it, where would the challenge lie?

LastTrain
LastTrain

Sep-20-2005 11:25

Quote: but if I knew I could ALWAYS do it, where would the challenge lie?

Precisely what we all must remember.

Steve Long
Steve Long

Sep-20-2005 16:14

Ah but it seems that the one in a blue moon that I get stuck on just so happens to be the one we've been searching for days to advance the hunt. :) Then it would be nice to know you could ALWAYS do it.

jstkdn
jstkdn
Well-Connected

Sep-20-2005 16:27

I agree with you lasttrain. Building a detective, and not always solving cases perfectly is where the game element is. Otherwise it becomes just random clicking.

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