Author Topic: Infiltrators  (Read 41956 times)

fodder

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Re: Infiltrators
« Reply #30: June 13, 2011, 10:31:36 PM »
well.. for escape it's "easy".. the game decides whether he manages to escape... executes would bring extra guards along... basically altering the odds. so if he escapes, then he escapes. if he doesn't, he gets the chop. no auto-escape unlike heroes, right?

no escape + no execute - nothing happens.
no escape + execute - worst odds
escape + execute - bad odds
escape + no execute - better odds

obviously, there's still a problem.. i'm thinking there should be a message sent to the guy waiting to get the chop. "your execution has been announced" or some such... which then brings up the issue of execution being clicked last minute before turn change... so you can make it into a 2 turn thing.. so execution is carried out at the turn after.

obviously there would still be a early turn escapist vs late turn announcer thing.. but 3-4 turn execution might be a bit too long.

how many times can an infil try to escape in a turn now? resolution at turn change will limit that to one per turn.. so you can alter odds for it accordingly

as for ransom, can be like what you suggested so they can't both happen at the same time.
« Last Edit: June 13, 2011, 10:33:50 PM by fodder »
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