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itchyfart123

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  1. Fairly minor tweak, but if players have multiple trading subsystems equipped, the economy scan range on the galaxy map should absolutely be additive. As it stands, the ranges are actually fairly small. Given that a hot/cold map is meant to be used as a macro scale visual, it's really weird that the biggest radius is only 25 sectors. That's not really a macro visualizer. Instead, you're stuck constantly jumping around if you want to get a bigger overview of goods for a region. It's even weirder when you consider that the biggest range (+25) is about the same size as the radius that a factory impacts, which means that there's often very little variation within the maps due to how small they are. Ex. having a legendary trading subsystem (+25) and two exceptionals (+15) should give a total of 45 radius sector overview for the economy.
  2. Currently, captains are an absolutely absurd amount of RNG. Assuming the player goes for tier 3 captains, the following all are dictated by RNG: the captain classes, the number of perks, and the perks themselves. Assuming the wiki is accurate, tier 3 captains can have between 2-4 positive and 1-2 neutral perks. That is to say, if a player desires to have the highest quantity of perks on their captain, that's a 1/3 chance for 4 positive perks and a 1/2 chance for 2 neutral, or a 1/6 chance for maximum total perks. Then you have the desired class of the captain. Given that classes come in pairs for a tier 3 captain, that's a 1/7 chance for a given primary class and 1/6 chance for a given secondary, or 1/42 for a given pair. Then, of course, you have the variance of perks themselves. If a player desires specific perks, there is a 4/8 chance for the first desired perk, a 3/7 for the second, 2/6 for the third, and 1/5 for the fourth positive perk for a 24/1680 chance to have four desired positive perks. This gets followed by a 2/6 and 1/5 chance for the two neutral perks* for a 2/30 chance for two desired neutral perks. Between the three values, that's a 1/6 chance multiplied by a 1/42 chance multiplied by a 24/1680 chance multiplied by a 2/30 chance for a grand total of a 48/127,000,800 chance of a "perfect" desired captain. That's a measly .000378% chance of getting it, or an expected 26 *thousand* captains per perfect captain assuming average normal distribution. This brings me to the suggestion: the ability to place captains into academy blocks. This would allow players to spend credits to reroll both the captains classes and the perks one at a time into a (chosen, not RNG) new perk or class. In order to balance how powerful this would be, I suggest the following drawbacks: rerolling perks would cost a base of one million (1,000,000) credits and would double for each perk rerolled. That is to say, if a captain gets all 6 perks rerolled, it would cost 1 + 2 + 4 + 8 + 16 + 32 = 63 million credits. Rerolling a class would function using the same cost, but using a 4x multiplier instead of a 2x multiplier. For example, a captain that gets 3 perks rerolled, followed by two class rerolls would cost a total of 1 + 2 + 4 + 16 + 64 = 87 million credits. Number of perks and tier on the captain would be constant and unable to be rerolled. Similarly, perks would only be rerollable into the same type, (positive to positive, negative to negative, etc.), such that rerolling "humble" into educated would be doable but rerolling "greedy" into "humble" would not be possible. This system would allow players to realistically achieve perfect captains while also still heavily encourage grinding for a "good" starter captain before rerolling in order to save on cost.
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