Why can't doors be ghostmaster wind

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ion, funny hats, health & fitness / diets, wind, elroy, genesys, jean, benoit, inc, expansion, bbw swingers , mouse, The Dungeon Keeper 2 strategy of putting traps at breach points or entrances to offset minor invasions just doesn't work in Evil Genius, because the traffic of your own minions through those points means that they'll be the likely victims every time a trap fires. One section that should have been dispensed ghostmaster with entirely is the hotel-building. Despite the fact that you lair is housed inside an evil volcano on a remote and desolate island, gaggles of tourists inexplicably show up and roam the beaches. If they wander into your ghostmaster base and see ghostmaster something nasty in the proverbial woodshed, they'll return home and tell the agents of justice, and your heat will increase. Thus, you must build and maintain a hotel to corral the tourists and keep them away from your lair. This would be okay if the hotels worked—which they don't—or if you didn't need to staff the place with crucial Valet minions, meaning they're not available to do other work. I wound up using automated sentry guns, not hotels, to deal with tourists.
Why can't doors be set to only open when approached from one side? And wind why on Earth can't you designate certain areas of your base off-limits, so your personnel aren't constantly wandering there to sneak cigarettes instead of doing work? Another great thing about the doors is that they're useless as security devices. Agents will try to pick the locks to gain access to your base, an wind activity they could easily dispense with since your minions are constantly walking through the doors, which open for them automatically. Door opens, agent runs wind through. Security bypassed. If only Bond had it so easy. You have access to a wide variety of nefarious traps with which to protect your island, but in the end they, too, have too many problems to be valuable. A new and unnecessarily boorish linking system allows you to set up extremely complicated trap scenarios using pressure pads, but in my experience traps killed my people far more often than they killed—or even fooled—the enemy.
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