View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0027862 | Heart Of The Machine | Gameplay Idea | May 8, 2023 4:00 pm | May 9, 2023 7:55 pm | |
Reporter | Chris_McElligottPark | Assigned To | Draco18s | ||
Status | resolved | Resolution | fixed | ||
Summary | 0027862: Todo: suspicion implementation | ||||
Description | Essentially, on lairs we should now have a new Current Suspicion number, which is just a float that starts at 0, and which increases every tick by some low amount depending on what the level of output is configured to be at that lair. When that number reaches 100, then an encounter of a specific EncounterTag (specified in external constants) should be triggered against it. If you set up the xml link and the trigger, I'll make the actual encounters happen, just leave me a chris_todo. | ||||
Tags | No tags attached. | ||||
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Addition! Smaller buildings, which give a lower percentage effectiveness on lair output, should also give lower suspicion. It would be nice if we weight this such that the loss of suspicion from going small is twice as powerful as what you lose in effectiveness. |
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Further note: we're already calculating a "percentage suspicious" on lairs based on their amount overdriven or underdriven. These percentages are great and correct, they're just to be multiplied against the other suspicion numbers from above. |
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Data and trigger added |
Date Modified | Username | Field | Change |
---|---|---|---|
May 8, 2023 4:00 pm | Chris_McElligottPark | New Issue | |
May 8, 2023 4:00 pm | Chris_McElligottPark | Status | new => assigned |
May 8, 2023 4:00 pm | Chris_McElligottPark | Assigned To | => Draco18s |
May 8, 2023 7:08 pm | Chris_McElligottPark | Note Added: 0067699 | |
May 8, 2023 9:55 pm | Chris_McElligottPark | Note Added: 0067710 | |
May 9, 2023 7:55 pm | Draco18s | Status | assigned => resolved |
May 9, 2023 7:55 pm | Draco18s | Resolution | open => fixed |
May 9, 2023 7:55 pm | Draco18s | Note Added: 0067749 |