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Showing results for tags 'intelligence stat'.
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It's a "step in the right direction" that developers have added the task of fuse-gathering to the process of fixing the phone box and, ultimately, summoning the police for an escape. However, this still leaves phoning the police as having fewer steps -- and requiring less player coordination -- than does fixing either of the automobiles. To further balance the methods of escape, perhaps this idea could be implemented: While installing the fuse / repairing the phone box, if more than a few "skill checks" (button presses at the indicated times) are failed, then the counselor is electrocuted. This adds another element of danger and makes a counselor with high "intelligence" more valuable than otherwise. Not to mention, an electrocuted counselor's corpse would activate the "fear" status of low-composure counselors who approach the fuse box thereafter! (Whether or not the player using that still-living counselor knows the deceased counselor had died accidentally, or had been killed by Jason, in mid-repair.)