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Game mechanics — how does it work? Comments
Posted: Tue Feb 07, 2023 6:00 pm
by Aged Code
The main topic is locked to limit it to descriptions from developers only. Here we can comment on what's written on the aforementioned topic:
Game mechanics — how does it work?
Re: Game mechanics — how does it work? Comments
Posted: Wed Feb 08, 2023 8:06 am
by marmacc
Thanks for the detailed explanation. Now its clearer for me to understand what attributes have effect on police. You invested a lot of brain power to introduce this mechanics. Very nice! Thanks for this.
Only thing is (i asked this already in an other thread) how can i reduce my penalty points (yes i have two of them... Shame on me

)
Re: Game mechanics — how does it work? Comments
Posted: Wed Feb 08, 2023 8:24 am
by Aged Code
The player will have an opportunity to reduce penalty points at a police station. There will be a new dialogue introduced this week to handle this matter (you'll be the first to see it as a Master German Translator

). Although the price of reducing them won't be low — each penalty point will cost the player 250 reputation points! But hey, criminal activities must entail serious consequences, right?

Re: Game mechanics — how does it work? Comments
Posted: Wed Feb 08, 2023 12:30 pm
by marmacc
250 bugs? Thats huge

I was young and i needed the money... So. OK i will take it

Thanks for having a possibility to get rid of them.
Re: Game mechanics — how does it work? Comments
Posted: Wed Feb 08, 2023 2:58 pm
by DaMi
Thank you for the explanation. The police control mechanics are complex, but logical.
When you have time, I'd welcome a similar description of what's going on in the bar. But it's not necessary to work it out today or next week.
Re: Game mechanics — how does it work? Comments
Posted: Wed Feb 08, 2023 7:55 pm
by Aged Code
DaMi wrote: ↑Wed Feb 08, 2023 2:58 pm
Thank you for the explanation. The police control mechanics are complex, but logical.
When you have time, I'd welcome a similar description of what's going on in the bar. But it's not necessary to work it out today or next week.
I'll cover many aspects of the game but it's very time-consuming so it will come gradually. I won't say 'when I have time' because I never have enough of it

. I'll do it at the next opportunity.
Re: Game mechanics — how does it work? Comments
Posted: Fri Oct 03, 2025 9:37 pm
by Cyrano
The shown tables for navigation, luck and smuggling end at Level 11.
Does that mean that 11 invested points in a certain skill is the cap and effective maximum (only for these given matters, of course)?
And, if it's not the cap, how and up to which point do they advance?
Last but not least and big luv for: it would be great, if you could bring up the complete tables for all skills and all their effects on each matter (as e.g. navigation or luck have quite more impact than only on evading police controls).
Re: Game mechanics — how does it work? Comments
Posted: Sat Oct 04, 2025 7:30 am
by Aged Code
That's correct, 11th level is the upper limit of an attribute the player can invest.
Skill effects are vast and it won't be an easy tasks to list but we'll do it at some point.
Re: Game mechanics — how does it work? Comments
Posted: Sat Oct 04, 2025 2:39 pm
by Cyrano
Wow - that's quite a revelation for me!
I thought I could spend more than 11 hard points into an attribute so far - and would be effectively capped only on certain matters (as e.g. said police controls) whereas could still buff others.
That shifts strategies quite a lot as it is most important now which and in which order attributes are to be maxed out first.
So priorization and build order is king for attributes.
Well, that's a good way to stop players from shorten travel distance by "magical" 63%, if they intended to put 30 points into navigation ...
On the other hand most player will end up with the same streamlined skillset indifferently, although it's still a hard and long way to reach this late stage of character progression.
Just for far future consideration, development and rebalance:
Maybe some critical key advantages of skills could still be capped at 11 points in skills, then, while other and less important advantages could still scale.
Or maybe other and new skills could be offered to players from e.g. level 35 on, since the mostly preferred skillset of trading 1, navigation 11, mechanic 11 and luck 11 would be completed at level 34 (or should we prioritize luck more, because it buffs contract time for new created contracts, too?

).
However, thanks a lot for stating out this critical element of skill development!

Re: Game mechanics — how does it work? Comments
Posted: Sun Oct 05, 2025 6:59 am
by Aged Code
It wasn't easy to decide at which point the attribute level should stop. It took a lot of time to test different facets of the gameplay to see the impact of each attribute, but eventually, it was balanced along the way. 11th level may not seem too high, but scaling it up would bring imbalance to the game, which, of course, was tested and confirmed. The whole ecosystem is very complex, so tweaking just one thing affects lots of others.
As you noticed, at the level of 33+, the player can max out at least three attributes. Naturally, that will bring many benefits. But investing in only three will deprive the player of taking advantage of other attributes. Even if he chooses not to
SMUGGLING, there is still
LUCK and
PERCEPTION. That's 22 extra levels.
Luck is the most universal attribute. According to the manual:
A tip: I'd avoid investing too much in
PERCEPTION at the moment, as its value is incomparable with others. But this will drastically change in version 1.0.
Does that mean the invested points are fixed forever? No. Version 1.0 will also bring the possibility to respec those points. But more details will be provided at the release of that version.
