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Covert Action: Difference between revisions

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(Import from TV Tropes TVT:VideoGame.CovertAction 2012-07-01, editor history TVTH:VideoGame.CovertAction, CC-BY-SA 3.0 Unported license)
 
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* [[Bizarrchitecture]]: Have a look at one of the many [[Let's Play]] for this game and you'll see some strange building layouts, though the badly laid out bathrooms really take the cake.
** And then you get [http://www.youtube.com/watch?v=bbpB9Vpts28&t=1m52s entrances that lead to only one room], separated from the rest of the building.
* [[Critical Existence Failure]]: Getting hit 4 times (2 times without armor) results in an automatic knockout, and loss of time. You can take any number of hits less than that and have no penalty other than the time needed to recover from the wounds afterwards, which is negated by successfully arresting ([[Luck -Based Mission|or turning]]) an agent.
* [[Caper Crew]]: It requires the Player Character to uncover criminal plans -- that is, who participates and what exactly they are supposed to do -- and upon collecting full incriminating information either arrest them or blackmail into cooperation. Roles other than Mastermind vary depending on which of 13 basic plots is used -- there are Inside Contact, Middleman, Courier, Driver, Mercenary, Kidnapper, Researcher, Alarm Specialist, Thief, Assassin and so on.
* [[Difficulty Levels]]: Effectively five different difficulty settings are set. The master one is the difficulty used for the storyline and the base difficulty for the other four difficulty settings, which are calculated by the master difficulty adjusted by the points put into a skill; an "Average" rating means that section is more difficult, "Good" being equal to that difficulty, and additional points reducing difficulty for that minigame.
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* [[Guide Dang It]]: Figuring out how to reach some of the organization hideouts is rather tricky, as in some cases you'll have to do wiretaps and breakins on organizations that are not associates or allies to slowly work your way towards the organization you need to get to. Reading activity and relations reports sometimes allows you to "procure" useful information even before getting to the plane.
** Topping it all off is that each game is randomized, making any step-by-step guide useless.
* [[Luck -Based Mission]]: in spades.
** The timing of the various actions taken by the people involved with the plan is random, though certain actions require other actions to be done first.
** Getting your hands on the [[Big Bad|mastermind]] behind a plot on the first plot depends on you successfully getting enough information fast enough to determine the mastermind's name, appearance, role, location, and group. They also have a tendency to go into hiding less than 48 hours after the start of your work on a crime, in some cases less than 24 hours.
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