![]() If you fail to stop the breakthrough point or it happens anyway due to story progress the agent will suddenly get new features like cell phone call to report what they are seeing (instead of running out of the base), co-opting other tourists into spying for them and so on. Have breakthrough points where all agents get permanent upgrades. So keep your evil genius very secure from prying eyes. ![]() Now you have to very quietly and carefully build back up because as soon as they realize it's you your heat will skyrocket very fast. Have an exit plan last resort where you blow up your base to fake your death and reduce your heat to zero but have to start off on a different island. Have missions designed around keeping important prisoners locked up (or items) and as time goes on the enemies try harder and send more complex agent/hero arrangements to get through your defenses and rescue the people. The only way to know this agent hero is in your base is when you see your cameras failing to tag bad guys then you have to search for who the spy is and hopefully lock him up securely. Have agents (or an agent hero?) that work together to "fool" your cameras so stupider agents can get in. Make more mission types and longer missions that even take your henchmen on them for bigger rewards (but not having them to protect your base)Īfter a certain heat level agents should start coming into your base without notification and without using the ship. Make the agents and types of agents that come specific to the heat levels of he areas they are from. Fun, flavorful intersections of base-building strategy and well-imagined characters. Extract more information from super agents by holding them in a room that resembles their childhood home. Maybe you keep henchmen happier by building them quarters with decor and activities that match their personality and interests. Being excited to see interactions between geniuses and henchmen and super-agents would really help motivate me to progress through the game.Īnd having a clear sense of their character and motives could even be incorporated into the base-building. I'd like to look forward to the next bit of dialogue, instead of preemptively wincing. The cutscenes would be more sparse, saving them for when there's a worthwhile bit of story or comedy or character-building, instead of packing them into every single mission. My ideal mod would be a total conversion of the plot, rewriting the story and characters to at least take themselves seriously, despite the wacky situations they find themselves in. The constant joking in the sequel - of the geniuses, of the minions, of the AI. This isn't a complaint I see often, but my ideal mod would redo the story and writing.Īs goofy as the original was, there was a certain sense of grandeur and practicality in the writing.
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