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Company of Crime - criminal empire builder with tactical turn-based missions in 1960s London

Discussion in 'Tactical Gaming' started by Mark Richard, Apr 7, 2020.

  1. Lemming42 Arcane

    Lemming42
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    This looks great, always up for some turn-based tactics. My grandma lived in London briefly in the 60s and said it was a proper shithole, so playing as the cops and beating the shit out of some gangsters will be a great way honour her memory.
     
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  2. AwesomeButton Cut a deal with the authorities Patron

    AwesomeButton
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    PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Unlike now you mean?
     
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  3. Lemming42 Arcane

    Lemming42
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    :lol: True, and nowadays you also have to pay a congestion charge while you're getting mugged.
     
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  4. Zyondyne Literate

    Zyondyne
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    So is there any non-shady way of playing the demo anymore? I know these demos were only temporarily published to 'simulate' playing them at PAX or something, but honestly I don't see any reason not leave them available.
    Ghostrunner and some other demos are still playable.

    (And to be completely honest, there's also no shady way of playing the demo, I checked)
     
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  5. udm Arcane Patron

    udm
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    DAFUQ! I actually took leave next week just so I could sit down and sample some incline. Curse you developers :argh::negative:
     
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  6. udm Arcane Patron

    udm
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    Thankfully I installed the demo prior so I could still access it without Steam.

    Storyteller I think the game has some interesting ideas. I like that melee combat engages players through multiple options, and that positioning plays a major role in determining what you can or can't do. This is the kind of granularity I look for in my tactical games.

    What I didn't like was the 2AP system and cooldowns. These mechanics work for games that have more abstraction, like Shadowrun Returns; in contrast, they feel out of place here given how your team has chosen to approach melee combat. Also, from the demo, fights felt like they were over in a few rounds and all I was doing was just identifying flanking spots and doing certain actions ad nauseum. Most of the time I was done with fights before cooldown-based abilities were even reset.

    I also can't believe I'm agreeing with edgy drama queen Burning Bridges, but I'm not sold on the gender composition of the gangs. Given what I've played, I'm certain the game isn't aiming for historical accuracy, but nonetheless I find it hard to understand why London in the 60s would have female bouncers and such. When I think of female criminals in this context, I think more of Amy Adams in American Hustle, characters with more finesse than brute force.

    Just my take and I'd be interested in hearing your thoughts on these design decisions.
     
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  7. Storyteller Resistance Games Developer

    Storyteller
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    Bare in mind, that in the demo, you were only attacking civilians. They don't have any special abilities. The other gangs however do (as well as the Flying Squad, if they arrive to the scene). Using skills strategically becomes much more important against them. The 2AP system is somewhat a default in the genre, and we saw no reason to deviate from it. I get that it feels funny that you can't do a nutkick two rounds in a row, but it all boils down to balancing the power levels of those skills, as well as bringing variety and decision to the fights. In the demo version the skills that the units have have been completely re-arranged now (as well as changed a bit here and there).


    I understand why this is an issue to many of you, but it's just something that you'll have to tolerate if you play the game. We could go as far as 60/40 ratio, but from a production stand-point it wouldn't make sense, since we'd essentially limit our assets to be seen less (and repetition seen more). I have to remind you, that you should be able to make a all men gang, if you so wish (not in the demo though). One of the main reasons we have so much women in the game, is aesthetics. Women of that era had so much more iconic clothing than men (as with all eras of human history), that we wanted to represent the youth cultures through those as well. The male/female ratio of players in this genre is roughly 80/20. I'd imagine that the 20% of women playing the game would find it entertaining to play with females as well. Men and women in the game have no difference when it comes to their stats, so it's just a vanity choice for the player, and more options should be better than less when it comes to personalising your crew. It might feel funny that a frail female is tossing big men around, but then again it doesn't feel dissociated (at least to me) when a torturer-lady does dirty tricks like poking eyes and kicking nuts.

    And you're right, we're not aiming for historical accuracy. We have the real history as a base, but obviously we're doing a popularised alternative history of 60s London for the game. We had a conversation about the female/male ratio when we were starting out the project, and decided then that we can bend the historical accuracy in favour of variety. Empire of Sin and XCOM and other similar titles have also women in them, so maybe it's just this particular setting, or do feel bothered by those too?
     
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  8. Mark Richard Arcane

    Mark Richard
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    Between the art direction and whacky prompts I looked at Company of Crime as more of a comic book set in 1960s London rather than a simulation of 1960s London, so stuff like gender compositions doesn't seem bothersome at all. Calling it now to earn a Nostradamus tag - when you send your goons to take over a local disco, there's going to be a civilian on the dance floor who looks suspiciously like Austin Powers. It's too juicy to pass up.
     
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  9. Storyteller Resistance Games Developer

    Storyteller
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    *Takes notes discreetly*
     
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  10. udm Arcane Patron

    udm
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    Thanks for clarifying my questions. I suppose it's just this setting as I never had an issue with X-COM and female soldiers, but I guess if it's more of a comic book / Austin Powers kind of alternate style, that would be more acceptable. I guess my initial expectation was a bit misaligned too.
     
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  11. Catacombs Liturgist Patron

    Catacombs
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    Make the Codex Great Again!
    Or not be torched by the SJW mob.
     
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  12. udm Arcane Patron

    udm
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    Adding on to my earlier post, I would also suggest giving players the option to manually draw a route for pathfinding. Automated pathfinding doesn't take into account Zone of Control; additionally, there might be moments when players don't want to move units through the shortest route possible since they don't want their units to stop after spotting an enemy (or they don't want to enter an enemy's LOS).

    I was going to suggest letting players not immediately consume an AP when moving less than the max number of allowable squares in one AP, but that might break the balance of some actions like Kick.
     
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