Discuss the massively-multiplayer home defense game.
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That happens when most of the house value is not in cash but in items. So apparently that house had $790 in cash and the rest in items. The items stay in the vault.
Ohh, yay, new wiring! That makes so many designs so much easier!
No, currently there is no way to protect your family. Worse, as long as your family is alive, your house is not safe either.
The best you can hope for is a robber who kills your family a bit away from the door so you can build a nice shrine.
A way to counter turned-off electric grates would just result in the grates becoming 9-deep. That would actually be bad, since it results in less space for an interesting puzzle.
I think the best counter to those is a map. That will instantly make 99% of all dance-houses easily robbable and I look forward to seeing which designs will last longest.
What we do need a fix for is dogs on the entrance tile.
Ah, indeed, that explains.
Thanks
Once again I'm missing some tapes... Has anyone else noticed missing tapes?
In real life I never know my own phone number, and I often have to think when asked how old I am... so not knowing my name in this game is actually not that strange
Not enough imagination...
http://castlefortify.com/?id=ce7070b
There you go, 2^(28*13) = 37576681324381331646231689548629392438010920782533117931316655544515344401833735095419183974156299248510959616 combinations.
I did not fill in all the buttons and walls in the middle, too much clicking
Bit locks are compact!
I'm not too sure about adding something to disable non-powered e-floors. It will just result in 9-deep floors instead of 1-deep ones and once maps are implemented you can see their workings any way so there's no need to disable 'em any more...
I think it would be very nice if we could put paintings back up for auction, to get some money back.
Maybe owning paintings should cost money, you know... restoration costs That will force you to keep stealing money. Currently, once you're rich, there is no reason to rob anyone any more, since you can't spend the money any way.
Also, not caring about your life or your current family (a natural consequence of the current design) is dissonant with the themes of the game. Many people are just running out, leaving the family undefended and $2000 in the vault, to try that hard house again.
You die. You start again instantly. A 60 minute timer starts running. If you die again in 5 minutes, you have to wait 55 minutes to play again. But if you die again in 70 minutes, you can start again instantly. This would essentially be doling out the lives at a maximum rate of 1 per hour.
We can combine those two: If you die again in 5 minutes, you instantly reincarnate, but you have to wait 55 minutes before you are allowed to leave your hose.
This would give those people some time to build some defences with that $2k they've got.
An hour seems a bit steep. We could start with 20 minutes, and add 10 for every death. Every hour 10 get removed again.
Having a scout-mode, with a larger backpack, is almost equal to having to buy an expensive map. The top-houses will be using a lot of concrete and steel, meaning that scouting them fully will be expensive.
The difference between the two is that the map will give you the exact starting status of the house, while scouting will not. As soon as you enter the pets will start moving around, changing things.
A lock-box - The lock-box is a small version of the vault and has 5% of the money/items of the house in it, and 1 random painting from the archive if the house owner has more than 4. The robber has to choose which to open, the lock-box or the vault. Opening the lock-box does reset the house (unlike opening the vault) and you can watch the tape.
Why?
* You can make a trap with two levels of deviousness. After solving part 1, they can choose to take the 5% and live, or attempt to reach the real vault and probably die .
* If someone robs your vault, at least you have the money in the lock-box left.
Actually, having some money on hand should then also allow you to buy tools while not in your house. It's very annoying that you can't buy tools while your house is being robbed. I'm out of tools, so I can't really rob more houses, but I can't get into my house because someone is taking their time robbing it...
Hmm, optionally having 5 to 10% of your cash on you would indeed be nice. That would allow you to fix your defences when you get robbed. But if you die, your victim gets it.
A progress-indicator for replays, so you can see how long it is and how far in you are.
There is supposed to be a tape for every death in your house, right?
But when I look at my tapes, the death-count jumps from 19 to 21. Where is the tape with death 20?
What is possible however, is to make it so that other people's maps aren't stored in the local filesystem at all.
Presumably he uses the locally stored file as a means of building the security footage.
I doubt it. The security footage itself is stored on the server, so I see no reason to store the house locally. Especially since the house might have changed by a previous robber. In that case the replay would simply not work with a locally stored (and thus outdated) house.
It should be possible, on the server, to know what state a given person's house was at a given time.
It is. Houses are stored on the server, and to make replays work, I'm guessing houses are versioned.
Of course this is all speculative, we don't know what the backend looks like.
Actually, you do. The server source is also included.
- A tool to un-stick sticking pressure plates.
The dogs only hate you when you're dressed in your robber outfit and trying to rob your own house. The dogs just hate robbers more than they love you
The electric grid defences don't really use walls at all, except for keeping the chihuahuas on the buttons. If dogs only follow you if they can see you, those walls can even be replaced by glass and they would still work, since you can't see further than the little screen you're on. I guess to fix that you'd have to remove the visibility-distance limit and allow the user to pan around the visible area. That way, if a dog can see you, you can see the dog (and thus the buttons that the dog walks on)
That would also fix the "nothing but 9 pit-bulls" defence.
Another captcha type that works quite well is the simple word puzzle, or some written out math.
But guest posting is impossible nowadays, with all the spammers around. The best thing you can do is have guest posts be put on a queue for approval before being shown.
For replay-checking of robberies and house-provings the processing and delay are not really an issue. It doesn't matter if it takes a minute or 10 to prove you a cheater, you'll be banned all the same. This first check type is also easily farmed out to clients, as mentioned.
Time-delay issues come into play with server-side field-of-view checking, where the player is not sent the entire map of the house, but only the parts he can actually see. Here, after every single step, the player has to wait for the server to process that step, calculate any changes (family, dogs, cats & switches) and send back the now visible parts of the house.
Farming this second check type out to clients is very hard for several reasons:
* 95% of people are behind a (NAT) firewall, meaning peer-to-peer communication with them is simply impossible.
* Latency is most probably going to be much worse. Imagine that a client in the USA has his moves checked by a client in Korea.
But that said, farming this out is probably not even needed, since there is not that much processing required. The grid is only 30x30. It would be interesting to see how many clients are actually in the act of burglary at the same time.
I think the main reason is that it would require a total rewrite of both client and server, and introduce a host of new bugs and problems.
But when you're on a robbing spree, and your house hasn't been burgled in the meantime, then nothing changed and you don't have to prove your house possible. It just adds a delay in getting to the house-list.
Being called back home when your house has been robbed makes sense, but not otherwise.
- A simple button:
What I miss, and surprised me that it wasn't there, is a simple button. One that is only on when someone/thing (you, cat, dog, family, brick) is on it and turns off again when what presses it moves.