I absolutely agree that it’s a different genre of game and, unlike Payday, has a consistent, continuous storyline. The issue I was bringing up is that mechanistically, in terms of the equipment system among other things (heists, I feel, have a unique enough twist), it would be disadvantageous to adhere to Payday influences to a large extent.
The Payday series, despite how whacky it has become, has a set of core mechanics that are well established. Each player has a deployable, can customise their weapons to go hot or loud, etc. Much of this is common sense for a heist game. My point was that mechanistically it would be well advised for Breach to not have too great a similarity with Payday because that will mechanistically draw comparisons with it. Being a text-based game and due to the confines of Choicescript, implementation of some mechanics can be clunky. In this way an overt influence from Payday may be disadvantageous, since Payday has to the UI to pull it off.
My point was predominantly relating to my concerns about the equipment system. Payday 2 has a plethora of weapons and a great many ways to (and in some cases, uniquely) customise weapons. It can pull this off because it has a UI that allows for constant and easy observation of how the stats change. Choicescript doesn’t have this, so I was arguing against any further complexity (in the Payday direction) of the equipment system because I feel it would draw negative allegations and might not serve any real purpose in terms of player agency or being a substantial feature.
Similarly, in the discussion about utility bags. Currently the MC can acquire a medic bag, @MichaelMaxwell is considering ammo and armour bags. These concepts themselves are not unique to Payday, but I feel that the most obvious way to balance them/have it make sense would be to have the MC’s crew be able to carry them as well as the MC. This could add an additional level to crew interactions and planning, which might be fine. However, this could potentially lead to the Payday 2 meta of everyone running 1 or 2 people with medic bags and 2 or 3 people with ammo bags and nobody taking armour bags because medic bags are just better. The consequence of this might be questioning the purpose of said feature if everyone is going to run the same build and the additional complexity can be seen as only being there as the result of the Payday influence.
Honestly, I think an argument could be made right now the equipment system is sufficiently complex. That ammo shouldn’t be counted, and should only feature in crew missions that go on for too long (and thus related to time passed checks) or resulting from story missions (and thus can be dealt with as part of the plot). Anything more relating to ammo counts, resupply etc might just be an extra level of complexity that Choicescript isn’t really suited for and would just make the gameplay more clunky.
First off, I’m sorry for the absence, I’ve been handling a whole bunch of problems lately, some of them my own. But rest assured, my game is still a priority. And therefore…
UPDATE!
Note: All save files previous to this version can no longer be used… Sorry.
I know he has a Brooklyn accent… ok, I got the accents mixed up in my head… again… but my point is, for some strange reason when I read his dialogue, my brain automatically hear a Texan accent instead of a Brooklyn accent…
…really? I’m gonna have to go back and reread it, because I don’t remember that ever being mentioned… then again, I do have a terrible memory…