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Design Dilemma #1 was about a person (Callum — the easy mark who might not be easy). #2 was about a system you can't see (org suspicion). This one's about a choice you make before anything else happens.

The full breakdown is posted in #suggestion-ideas on Discord. Come tell me what you'd pack.

Short version: v0.15 introduces an equipment carry system. Before you leave for the Club or a job, you choose what to bring. A concealed weapon. A burner phone. Condoms. A chemical compound EROS gave you that you probably shouldn't think too hard about.

Each item has tradeoffs. Some of them are obvious. Some of them aren't.

The design question: how much should the game tell you about the consequences before you choose?

Discord. #suggestion-ideas. I want to hear it.

Comments

Runadan

I feel if that only a few rare items that the mc would have no ‘reasonable’ way to find out the use should have the effects hidden. And even then if the effects become clear on use it should be shown to the player.

Runadan

On another topic as a suggestion i would add a hidden variable that records the ‘value’ of the mc to the organisation. This value could be based on attractiveness, how well she performs at ther job and how favored she is by important npcs. This would could change how she is ‘dealt with’ in case suspicion gets too high and even how high it needs to get before they decide she’s not worth it anymore.

PickerPatron

Let's go 🥳🎉! Hopefully this new item thing will work well mechanically and won't cause any problems! 😉.

Kris Van Gucht

"The design question: how much should the game tell you about the consequences before you choose?" Easiest way to do this without annoying anyone is to ask the player at the beginning of the game if they want to enable/disable hints.