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Hi everyone,

my current project is about being a thief, so there is obviously a pile of locations to go to and then, well, steal. That said I don't want the game to be ''you've stolen once, now you know where all the loot is'', as it's meant to be more of a sandbox / open-ended experience. I've taken some tips from Payday 2 where each time you do a mission the location of the guards and treasure changes, but as in that game it usually evolves into ''guards everywhere shoot them now''  so I want to build upon that and make it more replayable.

What I currently have in mind is 2+ variants for the whole game, as in you start the game and you randomly get assigned a Seed, be it A, B, or whatever. This affects some global events, the heists that you will have access to and major stuff like that. Then each mission will have a Mission:Var variable, where it defines the position and the number of guards. Then each treasure has a random switch that will define if it's there or not. You may have runs where you get complete trash, you may have runs where the building is full of good stuff. Then there is some legendary treasure, that you can only get once and will take a lot of planning to get, it will be there no matter what Seed of Mission:Var you get.

Does that sound good enough? Or maybe just more maps will be better? I like to pay great detail to my maps and decorate them as nicely as I can, so I think that the player won't mind visiting them more than once, but then I'm not sure.

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