View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028382 | Heart Of The Machine | Bug - Gameplay | May 24, 2024 1:29 pm | May 29, 2024 11:47 pm | |
Reporter | mblazewicz | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.518 Expanded Deterrence | ||||
Fixed in Version | 0.528 Unforgivable Composting | ||||
Summary | 0028382: Gameplay - Required deterrence doesn't increase with the amount of sources in proximity | ||||
Description | Description: Currently if player stacks deterrence to match the highest threshold required in the area no matter how many buildings they build there, they will not be triggering any human response, despite them stealing at least 300% more resources after reaching job cap. While it makes sense that flags and parasites wouldn't stack (since usually different companies are managing them) it's strange that the deterrence required to deter attacks doesn't stack or in any way increase between sources of the same type in close proximity (e.g. within a subnet) since player takes away more resources with each concurrent building. Steps to Reproduce: 1. Unlock parasite buildings 2. Place all available parasite buildings close to each other 3. Provide 18000 (or slightly more) deterrence to the area 4. Observe that no patrol has been triggered | ||||
Tags | No tags attached. | ||||
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Adding attachments |
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Yep, this was on my mind yesterday, as players over-stacking things can be an issue, and clarity there then becomes a problem. I haven't decided on what will be the cleanest way to handle it. |
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Suggestion if you want to keep stacking being a good idea: They don't stack linearly, but each additional source of deterrence of any type whatsoever adds more deterrence to the highest value, with stacking penalties as there are more and more? Something like the highest just applies at full force, and then within some area, maybe 20 units, every additional source contributes 50%, then 25%, then 12.5% (adjust numbers for balance if needed) to the largest-base source within 20 units of their individual locations. They should probably recalculate this each turn, in case one of the larger sources goes away - the intention here is that stacking sources in one spot is sensible, but it does make it harder, and even if you give up on the higher one and remove it, all the lesser sources will still apply their own after the larger 'masking' presence is gone. |
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Thanks! * There is a new "distance restriction" on jobs, which is optional, and which can enforce that certain jobs with the same restriction must be a certain distance from one another. ** Rather than simply preventing the stacking of any job that requires deterrence from being too close to one another, this allows for that to be a bit more nuanced. Also, this has utility on things without any deterrence at all, such as the new unforgivable cannery. ** This is my chosen method for handling deterrence otherwise being infinitely-stackable in a local area; it's a lot simpler than making deterrence itself stack, and it has some interesting construction implications over time. Please note that for territory control flags, those can go in any density right now, and probably will be in general; I can't guarantee that all the seeding options would be possible any other way, and it's a comparably minor issue (compared to other things that will require deterrence) with major consequences if the player loses the deterrence they're trying to hold on a bunch of flags all at once. |
Date Modified | Username | Field | Change |
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May 24, 2024 1:29 pm | mblazewicz | New Issue | |
May 24, 2024 1:29 pm | mblazewicz | Status | new => assigned |
May 24, 2024 1:29 pm | mblazewicz | Assigned To | => mblazewicz |
May 24, 2024 1:34 pm | mblazewicz | Summary | Gameplay - Required deterrence doesn't increase with the amount of sources => Gameplay - Required deterrence doesn't increase with the amount of sources in proximity |
May 24, 2024 1:39 pm | mblazewicz | Note Added: 0068602 | |
May 24, 2024 1:39 pm | mblazewicz | File Added: 28382_Save.save | |
May 24, 2024 1:39 pm | mblazewicz | File Added: 28382_A.mp4 | |
May 24, 2024 1:39 pm | mblazewicz | File Added: 28382_B.png | |
May 24, 2024 1:40 pm | mblazewicz | Assigned To | mblazewicz => Jan Kuzior |
May 24, 2024 1:44 pm | Jan Kuzior | Assigned To | Jan Kuzior => Chris_McElligottPark |
May 24, 2024 5:25 pm | Chris_McElligottPark | Note Added: 0068606 | |
May 25, 2024 7:23 am | Darloth | Note Added: 0068629 | |
May 29, 2024 11:47 pm | Chris_McElligottPark | Status | assigned => resolved |
May 29, 2024 11:47 pm | Chris_McElligottPark | Resolution | open => fixed |
May 29, 2024 11:47 pm | Chris_McElligottPark | Fixed in Version | => 0.528 Unforgivable Composting |
May 29, 2024 11:47 pm | Chris_McElligottPark | Note Added: 0068876 |