Investigation mechanics

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Investigation mechanics

Postby PFH » Sat Jun 16, 2018 5:37 pm

I think this game needs to game some sorr of complex espionage/investigative mechanic (s) put into it.

I was thinkig maybe hirable private investigator officers to replace trade masters and spy networks, maybe a playstyle of private eye/spy with a new flag, new set of information voodoo, and maybe more. Im not sure much of what to add but i think there is room for a new style of play pertaining the excavation of information that cant easily be found, like casts on other players that arent enchantments or causes of huge deaths on populations and what flag could be responsible for it, stuff like that.

Maybe all voodoo casts can leave behind “remenants and evidence” and can be deciphered by a spy/investigator or something. For example: “A parchment found on a warehouse was torn and wared out. Looks a few days old from the mold. What is this..? A demand of supplies? Issued by an unknown dark flag. Seems the name is blurred and smudged. “C ck rk” is what it reads with a dark flag, kitts, afghanistan, or even pirate? Interesting..”

The information found can be improved through tech but i dont know how to start the tech and such. Thoughts anyone?
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Re: Investigation mechanics

Postby DezNutz » Sun Jun 17, 2018 2:10 pm

-1 An interesting idea, however, I do not think it fits with gameplay. Additionally as some voodoo can already be cast undercover, adding a feature that would effectively make all voodoo initially undercover and require work to discover who cast is not a suggestion that I can support.
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Re: Investigation mechanics

Postby Grimrock Litless » Mon Jun 18, 2018 3:23 am

IIRC, the same suggestion has been made before, and it's not very well received, most reason being, it totally destroys the point of undercover, which I agree.
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