How about instead of just pushing the criminal out of the city tile, that instead there are 3 possible outcomes: 1) He remains undiscovered; 2) He 'escapes' and is teleported to the nearest city belonging to his owner; 3) He is 'executed' or 'jailed'
I don't blame you for this response since just reading the previous post may have been misconstruable. If you look at the post where I detail the plan in more detail a few posts before that one you'll see all 3 of those and more are being considered as a possible reaction to a successful check.
I think the current situation is just fine and does not need to be adjusted. All this "extra" stuff is just clutter.
If a rogue, etc, makes it into your city and you did not detect or stop it Before it got in then you just have to wait it out and you got what you deserved from being inattentive. It will eventually leave and you nail it then if you can. If you have not learned to station dogs strategically that is your game play problem and not the rogue's design fault.
We don't need to keep adding layers because players are getting lazy over border vigilance. This kind of over kill reaction is dragging down the Mod's playability and sustainability too impo.
JosEPh
I'm surprised you're complaining about 'Extra Stuff' in a mod that strives to have as much meaningful 'extra stuff' as it can. That aside, I feel there's a definite game design strategy in this proposal that goes a few steps beyond just this plan alone.
Consider this:
1) We don't want to have anything in the mod be completely one dimensional. If policing units only reduce crime and offer some minor defensive measure when the city is attacked, then the promotions have very little ability to differentiate them into differing roles. One should want Law Enforcement units for more than one role (being reducing crime since as a civilian it really should be a fodder unit against military trained soldiers.) Adding such a feature enhances it's utility.
2) Currently there is an odd disconnect between Law Enforcement and Criminal units. One rarely ever finds itself into conflict (conflict being the basis of story, story being the basis of providing an entertaining experience, and an entertaining experience being what we wish to provide) with the other. Yet shouldn't they be obvious polar opposites? Shouldn't they be mortal enemies and capable of conflicting with each other in a whole new and unique way to enhance the depth we're bringing to the game? Wouldn't it be nice to offer, in such a mechanism, a specialized new 'flavor' of conflict that the game currently does not provide, while not overriding the natures of the conflicts it already does?
3) Such a mechanism has some added future benefits by being able to provide more mechanics along a similar line of thought, thus playing on the new yet familiar.
4) This mechanism would also add further developable dimension to our Criminal lines... they have a lot already but if they want to be one type of operative or another will be really shapable by differing promo selections.
5) This would be easier for the AI to work effectively as guiding promotion choices can be an easier affair than getting the balance in unit selections calibrated effectively. Not all cities of the AI even maintain dog units. This makes the current ability of rogues to hideout in cities more exploitable by the player than the AI.
6) Honestly... how much complexity would this really add? Seems pretty simple cut and dry to me though can offer some interesting choices along the way.
7) I feel that if we don't offer more variety in the game experience the enormity of C2C can easily cause the enjoyability to implode as it becomes, round by round, just more of the same sorts of choices. It's GOT to be intriguing on an almost every round basis or the many rounds to complete a game become far too routine. This plan takes that into consideration fully by attempting to create a lot of
variety of possibilities that can take place.
Ah well... I know not all will agree with these assessments and assertions and that's fine. I've never felt C2C was anywhere near a development stage of putting on the breaks and getting it to simply focus on streamlining and smoothing over its rough spots. It's fun... but its not nearly diverse enough yet.