Post by keinto on Jul 7, 2014 13:34:47 GMT
It has always bothered me when I scan an area, then I go back to the Crime Lab and found out that certain things I scanned have fibers from my own black gloves... when I haven't been in the room before. This often happens with objects you can interact with, such as consoles, monitors, air alarms, fire alarms. You get the idea.
What I suggest is a unique set of gloves exclusive to the Detective that don't leave fingerprints behind, so that they will be able to tell if something was touched by a person wearing black gloves, and not always second-guessing themselves when the only thing they found are black glove fibers.
"That's OP," some of you might say, because then a Detective could never leave evidence behind when traitoring, but most of the time no one bothers to borrow the spare scanner in the Detective's office. In the rare occasions that someone does, Detectives also leave fibers from their coat, and suit. The only person that shows those fibers is our trusty forensics friend, unless they gave a spare coat to someone else, so that is how things balance out.
My other -much more applicable to everyone- suggestion, is the ability to hide objects under tables, and any other furniture that has gaps underneath it, like beds. This could be done by allowing the furniture to be put on top, just like normal items can be rearranged. Or do it the hard way, and code in the ability to hide things, similar to how a C4 bomb is planted on a wall, except that this would only be for tiny items, such as universal recorders and small ones too, maybe. The easy way to find these objects is to right click/alt+click the tables and check for anything underneath, but could only be done when adjacent to the object, or implement a mechanic that let's you inspect them, taking from 3 to 5 seconds.
Edit:
Another suggestion I forgot to add here, is to increase the probability of leaving fingerprints behind. For those who don't play Detective, I can tell you that it is very frustrating when someone breaks into a highly secured area (Captain's Office) and the only thing they leave behind is an unknown set of fingerprints on the door. I know someone was there, I know what they did, but the only evidence I can gather is that SOMEONE was there, and even then, there's always a chance they don't leave any trances at all. A mostly incomplete set that does not include the first digit will force the detective to look thoroughly at the security records. Right now, the only things a detective can get is either a complete set of prints (very rare when it's a serious crime), a semi-complete set (even rarer), and an incomplete set that does now show anything.
I don't know if I'm being clear enough about this last one, so feel free to ask me anything about it. What I'm basically asking for is a less polarizing playthrough for the detective difficulty-wise. I'd like the job to be constantly challenging when it comes to finding out who did what; not a job that goes one of two ways: A ride in the park, or a big "fuck you" from the game when it doesn't leave you anything to work with.
What I suggest is a unique set of gloves exclusive to the Detective that don't leave fingerprints behind, so that they will be able to tell if something was touched by a person wearing black gloves, and not always second-guessing themselves when the only thing they found are black glove fibers.
"That's OP," some of you might say, because then a Detective could never leave evidence behind when traitoring, but most of the time no one bothers to borrow the spare scanner in the Detective's office. In the rare occasions that someone does, Detectives also leave fibers from their coat, and suit. The only person that shows those fibers is our trusty forensics friend, unless they gave a spare coat to someone else, so that is how things balance out.
My other -much more applicable to everyone- suggestion, is the ability to hide objects under tables, and any other furniture that has gaps underneath it, like beds. This could be done by allowing the furniture to be put on top, just like normal items can be rearranged. Or do it the hard way, and code in the ability to hide things, similar to how a C4 bomb is planted on a wall, except that this would only be for tiny items, such as universal recorders and small ones too, maybe. The easy way to find these objects is to right click/alt+click the tables and check for anything underneath, but could only be done when adjacent to the object, or implement a mechanic that let's you inspect them, taking from 3 to 5 seconds.
Edit:
Another suggestion I forgot to add here, is to increase the probability of leaving fingerprints behind. For those who don't play Detective, I can tell you that it is very frustrating when someone breaks into a highly secured area (Captain's Office) and the only thing they leave behind is an unknown set of fingerprints on the door. I know someone was there, I know what they did, but the only evidence I can gather is that SOMEONE was there, and even then, there's always a chance they don't leave any trances at all. A mostly incomplete set that does not include the first digit will force the detective to look thoroughly at the security records. Right now, the only things a detective can get is either a complete set of prints (very rare when it's a serious crime), a semi-complete set (even rarer), and an incomplete set that does now show anything.
I don't know if I'm being clear enough about this last one, so feel free to ask me anything about it. What I'm basically asking for is a less polarizing playthrough for the detective difficulty-wise. I'd like the job to be constantly challenging when it comes to finding out who did what; not a job that goes one of two ways: A ride in the park, or a big "fuck you" from the game when it doesn't leave you anything to work with.