Discuss the massively-multiplayer home defense game.
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Well, assuming you know what your own name was, it will still give you something to achieve. You could always 'claim' ownership on the forums too. It would be cool to know you are the most notorious criminal in castle doctrine history for example.
You could argue keeping the identities secret also adds a certain charm to it as well.
Showing cause of death would be interesting too.
It might fun to have a ranking list of some type. Like 10 most wanted criminals or some such that lists the total money stolen, murders, etc, that would persist after death to form a 'high score' function.
What if you start with a family dog? That would give starting players a little more breathing room, while keeping starting robbers the same. You could even give them a name and everything.
Ha! That was my house. I didn't know you could see through walls so easily. I will have to place my family better next time . I'm on a PC and I can barely see what you see on your laptop.
A simple idea to mix up prices could be to have tools and/or house parts go on sale randomly. One day ladders might be half-off, so you stock up and store them in your vault. If trap doors are a common defense, then people would be more likely to buy extra ladders when they go on sale. If, say, powered doors are rare, then hardly anyone is going to stock up on crowbars when they go on sale, so it helps balance the game by making common traps less effective.
That would also have the side effect of encouraging people to keep a tool collection, which could then be stolen.
I think everyone would agree that the options for protecting family members are too limited. I understand the reasons for this, but one idea I haven't heard yet is allowing the house to kill family members.
For example, consider the following rules:
1) If the wife finds herself in an enclosed room, she panics and runs in the direction of the exit, hits her head against the first wall she meets, and dies.
2) If the wife finds her exit path blocked by a hazard, like an active electric floor, an unpowered trapdoor, or a powered door, she panics and tries to leave the house even without the robber seeing her.
3) If she is on her way out of the house and has to cross a hazard, like a trap door or an electric floor, then she does so, regardless of whether it will kill her or not. (if she runs into a closed powered door she dies also.)
This allows using traps to protect the family, but puts the complexity of ensuring the family can escape in the hands of the designer, who pays the price if they fail. With these rules, I don't believe any self-test is necessary for the family placement. Though I'm sure there are cases I haven't thought of.
What about an insurance payout when you log in that is x% of what was stolen. And the percentage would drop off for higher dollar amounts. Then the early game goal changes from designing a house that will last until you log in next, to designing a house that will last long enough for the insurance payout to cover repairs, plus some profit.
Of course the wife would still be vulnerable, but at least you won't log into to a vandalized house and no cash just because you weren't able to log in one day.
It would keep houses on the market, and help new players get an easier start.
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