I guess one solution would be to base item quality only on the highest skill level of the participating characters (averaged from the values at each project tick).
Another way would be to predefine the difficulty upon project creation and only allow the participation of characters of a sufficient skill level. This would make some level of customization possible (1 point extra damage increases the project difficulty by 100 points, 10% lower rot rate by another 100 points, 10% less energy drain by 200 points etc.), but would also allow for a new kind of sabotage by creating projects of impossible difficulty.
Item Quality - Original
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Piscator
- Administrator Emeritus
- Posts: 6843
- Joined: Sun Jul 02, 2006 4:06 pm
- Location: Known Space
Re: Item Quality - Original
Pretty in pink.
- Joshuamonkey
- Owner/GAB Chair/HR Chair/ProgD
- Posts: 4537
- Joined: Sun May 01, 2005 3:17 am
- Location: Quahaki, U. S. A.
- Contact:
Re: Item Quality - Original
Piscator wrote:Another way would be to predefine the difficulty upon project creation
I'd like to avoid having different projects for each skill level if we can.
Piscator wrote:I guess one solution would be to base item quality only on the highest skill level of the participating characters (averaged from the values at each project tick).
Originally I wanted this, but..well, actually I still like this idea, but I'm not sure it would make sense for awkward workers to work as well as expert ones.
I think Surly's lockable projects idea could work.
http://forum.cantr.org/viewtopic.php?f=2&t=20580&start=0
https://spiritualdata.org
http://doryiskom.myminicity.com/
"Don't be afraid to be different, but be as good as you can be." - James E. Faust
I'm a mystic, play the cello, and run.
http://doryiskom.myminicity.com/
"Don't be afraid to be different, but be as good as you can be." - James E. Faust
I'm a mystic, play the cello, and run.
- EchoMan
- Posts: 7768
- Joined: Fri Aug 26, 2005 1:01 pm
- Location: Stockholm, Sweden
Re: Item Quality - Original
Joshuamonkey wrote:Piscator wrote:Another way would be to predefine the difficulty upon project creation
I'd like to avoid having different projects for each skill level if we can.
It could be a parameter in the build rules, not necessarily a different project.
- Joshuamonkey
- Owner/GAB Chair/HR Chair/ProgD
- Posts: 4537
- Joined: Sun May 01, 2005 3:17 am
- Location: Quahaki, U. S. A.
- Contact:
Re: Item Quality - Original
EchoMan wrote:It could be a parameter in the build rules, not necessarily a different project.
I'm worrying mostly about having old projects that only those of a certain skill level can work on. I feel like it would cause an increase in abandoned projects also.
https://spiritualdata.org
http://doryiskom.myminicity.com/
"Don't be afraid to be different, but be as good as you can be." - James E. Faust
I'm a mystic, play the cello, and run.
http://doryiskom.myminicity.com/
"Don't be afraid to be different, but be as good as you can be." - James E. Faust
I'm a mystic, play the cello, and run.
- Surly
- Posts: 4087
- Joined: Tue Oct 14, 2003 7:33 pm
- Location: London, England
Re: Item Quality - Original
Bump.
As predicted, merging my thread into an old suggestion killed the discussion. Go figure!
Anyways, I stand by my suggestion on page 7.
One important variant: The deterioration of items is changing, so items deteriorate on use rather than over time. However, this makes little impact on my suggestion.
As predicted, merging my thread into an old suggestion killed the discussion. Go figure!
Anyways, I stand by my suggestion on page 7.
One important variant: The deterioration of items is changing, so items deteriorate on use rather than over time. However, this makes little impact on my suggestion.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Who is online
Users browsing this forum: No registered users and 1 guest