Mechanics (Minor)

 

Negotiation

One of the core aspects of the game is the player’s negotiation with the boss. The negotiation is used to determine the player’s CUT from a JOB. The negotiation mechanic plays off a statistic called ‘reputation’ or ‘REP’ it uses this stat in conjunction with the player’s dialogue choices to determine a response from the boss. Higher Rep draws a more positive response from the boss and therefore a bigger cut from the job. (See marvel app demo)

the player is given a number of choices and must select one within a set time (5 seconds) or else the option to remain silent will be chosen by default. the player can accept a cut, refuse the job (returning them to the available jobs list minus the one they just rejected), ask for a higher cut, or remain silent. the boss responds appropriately depending on your reputation and subsequently his disposition towards you.

here is an example of how the conversion can go in a flow chart

conversation spread (boss) nice looking version

Rep

Rep or reputation is used in negotiation in conjunction with the player’s dialogue choices to determine a response from the boss. Higher Rep draws a more positive response from the boss. To increase Rep the player must succeed in completing jobs, failing jobs or refusing jobs in negotiation will decrease rep.

Cuts

The cut from a job is determined in the negotiation section. Once a cut has been agreed the player then uses this cut to buy in AGENTS for the job. All cuts are taken from the total PAYOUT for example if the players cut is 65% and they hire 2 agents at 15% each, the total agent cut will be 30% and so the player will get a payout of 35%. The rest would hypothetically go to the boss.

Jobs

Before negotiation the player is given a list of jobs available. Jobs are separated in to 4 difficulty ratings: Petty, Minor, Standard, and Major. And are split into up to 5 phases determined by difficulty. This then determines the number of agents recommended to complete the job. (Minimum agents required will always be 1 less than the number of phases, recommended number of agents will always be equal to the number of phases. Jobs will also have an estimated payout which will tell the player how much they can expect to earn (this is actually an exact figure but is called an estimate in game). All available jobs are listed below including difficulties and related phases and phase titles.

Assault

Minor 2 phase (hit, getaway)

Standard 3 phase (break and enter/access, hit, getaway)

Major 4 phase (security, access, hit, getaway)

Murder

Minor 2 phase (hit, getaway)

Standard 3 phase (break and enter/access, hit, getaway)

Major 4 phase (security, access, hit, getaway)

Terror

Minor 2 phase (hit, getaway)

Standard 3 phase (break and enter/access, hit, getaway)

Major 4 phase (security, access, hit, getaway)

Corruption

Petty 1 phase (deal)

Minor 2 phase (access, deal)

Standard 3 phase (blind eye, access, deal)

Major 4 phase (blind eye, access, deal, cover)

Drug trafficking

Petty 1 phase (deal)

Minor 2 phase (pick up, drop off)

Standard 3 phase (pick up, access, drop off)

Protection

Petty 1 phase (beat up/ intimidate)

Minor 2 phase (access, beat up/intimidate)

Extortion

Petty 1 phase (intimidate)

Minor 2 phase (access, intimidate)

Burglary/ Robbery

Petty 2 phase solo (hit, getaway)

Minor 2 phase (hit, getaway)

Standard 3 phase (access, hit, getaway)

Heist

Major 4/5 phase ([blind eye], security, access, hit, getaway)

Turf war

Major 4 phase (blind eye, intimidate, hit, getaway)

Job phase descriptions

Hit: a general attack on a target/ doing the thing the job is named for e.g. the hit of a robbery is the part where you rob someone.

Getaway: escaping the crime scene

Break and enter: forcing entry to a location

Access: somewhat legitimately entering a location

Security: taking down security measures such as cameras or alarms

Deal: negotiating, buying, selling, etc.

Blind eye: do something chaotic to cause a distraction

Cover: making a story to cover up what you’re actually doing

Pick up: collect drugs, from a person or location

Drop off: leave drugs in a certain location or with a certain person

Beat up: exactly what it says

Intimidate: explain your gang’s capabilities to exert force

Agents

One of the other major aspects of the game is the simulation. This relies on the presence of a job and agents. Jobs are split into phases and agents are used to fill those phases. Agents all have special traits relating to their character that makes them better for certain aspects of certain jobs. By default an agent with no speciality would have the following success chances: 45% (petty), 40% (minor), 35% (standard), and 15% (major). However aligning the agent to their speciality will result in a greater chance at success (where the chance of success exceeds 100% the value is treated as 100% and the job is guaranteed to succeed). Traits can be gained and levelled by successfully completing a number of jobs (in one of the specified phases) equal to half of the percentage bonus for the next level (5 for level 1, 12 for level 2, 17 for level 3, 22 for level 4, and 30 for level 5)

Finesse lv1 (+10%) lv2 (+25%) lv3 (+35%) lv4 (45%) lv5 (60%)

Improved chance of success in ‘standard’ and ‘major’ crimes and ‘access’ phases

Enforcer lv1 (+10%) lv2 (+25%) lv3 (+35%) lv4 (45%) lv5 (60%)

Improved chance of success in ‘intimidate’, ‘beat up’, ‘blind eye’, and ‘deal’ phases

Weasel lv1 (+10%) lv2 (+25%) lv3 (+35%) lv4 (45%) lv5 (60%)

Improved chance of success in ‘petty’ crimes and ‘getaway’, ’drop off’ and ‘break and enter’ phases

Roach lv1 (+10%) lv2 (+25%) lv3 (+35%) lv4 (45%) lv5 (60%)

Improved chance of success in ‘security’ and ‘access’ phases

Diplomat lv1 (+10%) lv2 (+25%) lv3 (+35%) lv4 (45%) lv5 (60%)

Improved chance of success in ‘deal’, ‘pick up’, and ‘cover’ phases

Thug lv1 (+10%) lv2 (+25%) lv3 (+35%) lv4 (45%) lv5 (60%)

Improved chance of success in ‘minor’ crimes and ‘hit’ phases

Simulation

Once a job has been chosen and the agents have been loaded into their phases (See Marvel app demo) the simulation will show success chances for each phase. When the player selects ‘play’ the job will simulate and decide whether each phase was successful or not using bias RNG based on the chances given. If any phase is unsuccessful the job will fail, the simulation will stop, the player’s reputation will go down, and no cut will be taken. In game context the agents are taken to jail and are unavailable on the next job. They will return afterwards. If the job is successful the payout will go through the necessary cuts and the player will receive their cut in CASH.

Cash funds.

The whole point of organised crime is to make cash. The player will start out with none and to begin with they will deal in cuts. however once the player has completed their first job they will be able to deal in cash.

Agents can be bought with either a cut or cash. With both cuts and cash they will scale their price depending on the level of their highest trait. With cuts the minimum cut is 5% +5% per level. Reaching 30% at level 5. With cash they are more willing to take less knowing they get their pay even if they fail the minimum is 3% of the estimated payout +3% per level reaching 18% at level 5. The downside to cash is that it is removed from the player’s funds as soon as the agent is hired for the job so it is taken regardless of the outcome of the job.

Create a free website or blog at WordPress.com.

Up ↑

Create your website with WordPress.com
Get started
%d bloggers like this: