Gangsters: Organized Crime is only $1.19 on GoG until 10-28-2026

Gangsters: Organized Crime is only $1.19 on GoG until 10-28-2026

You folks probably all have it, but now's the time to get your friends in!

gog.com
u/Mekahippie — 7 days ago

Quick test of where troopers disable Walker protection

From left to right:

  • Top of the ramp
  • Far side of the doorway on right/stair on left
  • Inside wall of the veil entrance

The mid one isn't far behind the guardian. If a Bebop punches a trooper fighting the mid guardian, it disables walker protection...and it does allow you to kill the walker before the guardian. Doubt this is ever useful, but it is hilarious.

Also, sorry if the image looks funky, just pasted together the three tests. Couldn't figure out how to freecam while paused to get shots of actual trooper positions.

u/Mekahippie — 4 months ago

Just some info I found messing with Moonshine

  • Exporting goods doesn't count towards your illegal income for the purposes of suspicion. As a reminder, if your illegal income exceeds (6.25 x Accountant skill x Legal income), where skill ranges from 0.5-5, then you start accruing suspicion. This can be nice because Warehouse upkeep subtracts from legal income, and you wanna put Stills in low-LV property that don't generate much income; this can cause Suspicion issues with Speakeasies which do contribute to illegal income.
  • Exports don't seem to have any diminishing returns like the data files would suggest, unless it's incredibly high. I was exporting thousands of units per week and always getting $50/unit.
  • Since Warehouses hold 300 units, they can each support 2.5 Stills.
  • Exporting clears the warehouses before the Stills fill them, so 2 Warehouses and 5 Stills is fine if you Export each week.
  • However, the income from Exporting seems to be done AFTER wages, leading to wage shortages if you rely on it for income and don't keep cash.
  • Hoods' skill (average of business and organization is the skill used for running places) affects how much a Still produces. With 1*, I got around 90/week. Anything 4* or above produces very near 120/week. That's a $1500/week difference.
  • Income from exporting is then up to $6000/week/Still. It'll take around $250/week for the hood and business, plus around $180/week for 0.4 of a Warehouse, so upkeep's negligible to income.
reddit.com
u/Mekahippie — 4 months ago

The purpose of the game right now is testing and data collection.

"Why haven't they added a draft?"

It harms data collection by reducing diversity.

"Why don't they add more new modes?"

It complicates testing and data collection.

"Why are they trying this crazy new system?"

To test it and collect data.

"Why isn't the game balanced?"

They haven't done enough testing and data collection.

"Why does the game give such imbalanced team matchups instead of forcing roles?"

It harms data collection by reducing diversity.

"Why is the client taking so many metrics?"

That's the data being collected.

In general: "Why aren't they immediately prioritizing the players' experience?"

Because the purpose is to test and collect data, which can be at odds with the players having the most fun.

If you don't want to subject yourself to a game which intentionally prioritizes testing and collecting data over your fun, then avoid playing early-access playtests and just wait until the release.

reddit.com
u/Mekahippie — 4 months ago