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If it doesn't have controller support will you be introducing it eventually?
1. mid-mission save
It would be very nice, since it is pretty easy to f*ck up in this game (don't get me wrong, it's a good design).
Simply limiting save slot, loot penalty depending on how many times you saved, or a achivement regarding 'save/load-free' heist should maintain tension of the game.
2. 'Select all goons' shortcut key
I could not find one but it's necessary.
Personally I think Tab key would be suitable for this role because its current role (cycling focus between goons) is less useful than selecting a specific goon by number keys.
However I understand it's the general role of Tab, so maybe Q key (it's not in use, right?)...
1) Going to the bank and looking for good and useful places before starting the robbery (eg: where are cameras, how can i get the power off, where are alarms?)
2) Map of the place, so you can maybe set different members for different starting points (only useful for bigger heists). It would give the perfect fealing of those heist movies. Just think of the first heist in Heat. Members start from different cars, so everyone got his goal.
3) Give me the ability to hire new members and fire those that i don't like.
4) Give the members a bit of a personality. Let there be some crazy ♥♥♥♥♥♥♥♥ like Slick in Heat, which do their own ♥♥♥♥ if you aren't looking for them (they suddenly start shooting, or try to get away with the money without the other members).
Those ideas would give the games a bit more depth, though it's already interesting. Good work guys^^
2. The ability to name your own crewmembers would be really cool, so I could name my heisters after friends or franchise characters.
3. Maybe add difficulty levels, and on the higher levels the cops get called in 15 seconds instead of 30. On top of that, have a SWAT team that can kick down player-locked doors, that have stronger body armor/more HP.
4. This game is amazing! <3
Also, what about disguise ? I saw that in trailer... I guess, that is in to-do list.
Last thing - quicker knock out of hostages, how about it ? Cause punching a man 20 times, to knock him out is not professional (maybe, a perk or even a weapon ?).
Additional missions (which player can enable/disable, if he don't want to deal with all that routine):
And, definitely, you should add pre-heist missions, which you can complete to get bonuses on the acutal heist (weapons, ammo, additional crew members, ability to turn on/off cameras and light, keys). And post-heist missions, so player can complete them to reduce penalty for making a lot of noise or killing a lot of peoples (escape from cops, steal evidences, infiltrate witnesses, dump dead bodies...)
Sounds like a lot of work, but that is essential part of bandit-themed game !
For the bonus game mode you need to use joy to key to use a controller. Real controller support is not included at the moment. The main game mode uses keyboard + mouse, so that might not get alternative controls at this stage at least. If we come up with new ingenious ideas for different controls, we might try it.
Very good ideas everyone.
-Select all goons button would be an easy addition, so I'll put that on our to-do.
-The hideout is going to get more features like hiring goons and buying equipment. Eventually there will be intel to buy that relates to upcoming missions.
-There are going to be just "regular" goons like the current ones, but also special skilled characters like in the trailer. Disguise is probably the most requested one so far, so that's pretty high in the list. Also sharpshooter or some kind of silent assassin could work.
-Difficulty levels sounds good. Maybe even have a mode where you can only save when quitting like in FTL. So if you mess up and someone dies, you'll just have to live with it. "True Crime" -mode.
-Door kicking sounds like something useful. I don't like the doors at the moment either :)
Explosives are a tempting feature to make. We'll probably first add items that you can pick-up and throw, then make an explosive item.
- Pre planning (something as in payday 2), options to plan some things in the beginning of mission, like "dirty" guard who is payed by us and we can use him in some way, leave useful things in map (like one door open because we paid for it worker or someone like that), and so on.
- Ability to change weapons (and other stuff) in hideout. It's wired when both of my guys have guns in hideout but in store only one of them have gun... Without ammo. :D
- More hostages inside building - slower police will come inside (negotiations, or something like that - it can be very simple, you know, like "get the ♥♥♥♥ out from the door and we let two hostages out" (and then we run away with money...).
But for now:
- Only way to make "clear" map is take hostages into van or knock them. But it should be options for the crew like "follow" so when you order hostage to go into van someone go after him with gun. Of course, it's possible to do it with quene orders, but it also would be useful options. And knocked shouldn't be that hard, i mean, if one of your guy point gun at someone then second should have ability to one-hit knock him from behined, not six hit him. They're gangsters, not high school "gangsters" after all. :D
- Bigger ammo ammount font. I can barley see it, its very, very small.
- Better AI, i believe you already working on it, but it's wired that when customers don't look at you you open door with safe inside and no one cares and no one hears, but if you take snickers for 1$ everyone became suspicious. :D
- SUSPICIOUS civilans. When i shoot someone inside the shop (or on the street) and there's big puddle of blood even without body someone should ask "what the hell is goin' on?!".
- Delete circles. It's like wallhack. Okey, it's understable when you're close to someone, then you hear it, but not in the other side of the map.
do not shoot hostage who is in front of police!
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image : http://www.directupload.net/file/d/3861/5bhaq825_jpg.htm
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stairs ( second floor flat ) Next Floor .
Level 0 - background
Level 1 - floor
level 2 - roof
Image: http://www.directupload.net/file/d/3861/qak5tlza_jpg.htm
@ devs: does the engine support such a thing for example that i can switch between multiple levels while the gametime moves on? or would one need to enter a stairway which would lead to a whole new entity(read: level) and switching between these wouldnt be possible?
the no-shot zone is a really good idea :)