Multiplayer Mod Idea (i.e. Heist Mode)


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I'll start with a giant disclaimer: I don't think these ideas should be implemented into Invisible Inc. I love this game and I think the currently tight focus benefits it.

 

But.... having said that, some of these core mechanics are so good, I'd happily pay again for a mod or reskin that reuses these ideas and puts a new spin on it.

 

For theme, think classic heist movie. And like any good heist movie the game has two core parts, the planning phase (a new layer on top of the existing game) and the heist itself (largely the same as the current game). The theme also brings in the following ideas:

 

Never Trust A Thief:

A multiplayer mode where you negotiate your cut of the profits before the game with other players. If you all make it out alive everyone gets their pre-arranged cut. However, should one of the others "accidentally" get knocked out or left behind, your cut just got bigger. Be careful though, because your reputation is tracked and should too many of your partners fall into unfortunate circumstances it will be harder cut a deal or find partners the next time.

 

The other idea for this mode, since you're only controlling one character, is that there's more of a RPG feel to it allowing your character to level more and craft very specific skill sets. When planning a job, you'll want to hire characters of varying skill sets to balance yours, and the more skilled/valuable the player the bigger the cut they'll want to negotiate for.

 

"Trust Me This Is My Last Job":

Another classic heist movie conceit is getting pulled out of retirement for one last job. The global game play would mimic that "one last time" temptation by having a global leader board that tracks uncaught master thieves. It's essentially endless mode, but as each level gets harder you need to ask yourself, is this the one where I retire and gain worldwide infamy, or do I push my luck one more time?

 

The Plan:

Each job is a balancing act of how much money do you put into planning your job versus what you'll make pulling it off. Levels give a rough indication of difficulty and how much loot they'll house beforehand. It's then up to you if you want to try buying off guards, paying for building layouts, who you hire to go in with you, and what tools you want to bring.

 

The game could also offer daily challenges where globally everybody plays the same randomly generated level. Leaderboards could track the fastest theives and those with the largest profit margins.

 

 

 

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The Plan:

Each job is a balancing act of how much money do you put into planning your job versus what you'll make pulling it off. Levels give a rough indication of difficulty and how much loot they'll house beforehand. It's then up to you if you want to try buying off guards, paying for building layouts, who you hire to go in with you, and what tools you want to bring.

 

The game could also offer daily challenges where globally everybody plays the same randomly generated level. Leaderboards could track the fastest theives and those with the largest profit margins.

I actually really like both of these, and would like them to be in the game right now. Being able to pay $100 to see what company owns a building, or $200 to eliminate a starting guard (by paying him to take a lunch break, or paying someone to tell you when there are less guards) is a very interesting concept and could add a lot of pre-mission strategy.

There could even be a 1 to 3 item list of things you can buy that are randomly generated, so you can't just always remove a guard, but maybe you can pay to have the target on your map to start, or something like that, if the option came up.

And daily challenges? YES PLEASE.

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There could even be a 1 to 3 item list of things you can buy that are randomly generated, so you can't just always remove a guard, but maybe you can pay to have the target on your map to start, or something like that, if the option came up.

 

 

Yeah, that's sounds like the right idea to keep it challenging. I was also thinking that there would be a potential for bribes to go wrong (i.e. not a sure thing).

 

I also just remembered that there used to be bribes in the game, but it was then removed. I think the problem with that implementation was that it was too open ended. That is, you could always bribe a guard on your first encounter.

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Yea, I would love to see this. Stabbing people in the back for s little more cash would be fun. Maybe the map vision wouldnt be shared so you would have to trust your teammates to share information with you or use it as an oppurtunity to take out your competitors. Also would your character have a perma death functionality? with a character you can accumulate great cash and gear and use it in following missions until you retire them (for leaderboards) or die/ get left behind. Then you have to start with a new character, minimal gear, and almost no cash.

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I guess I hadn't thought that far in regards to perma-death. It made sense to me in terms of if you lose to the guards (get caught) then you'd be off the universal leaderboard and have to start from scratch. The leaderboard would show both active (but not caught) and retired thieves.

 

However, it does seem kind of harsh if you get ganked by somebody who's just trolling. Not fully sure how you'd protect against trolls, I was thinking reputation just as the first thing that came to mind. Not sure if it'd be enough though. I do think it would be okay, if it happened through a long-con. As an example two thieves working together over a bunch of heists manage to make a name for themselves on the leader boards only for one of them to betray the other (sort of an E.V.E. Online emergent story kind of idea).

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