06-17-2022, 07:44 PM
(This post was last modified: 07-01-2022, 07:38 PM by github_bot. Edited 6 times in total.)
PULL REQUEST DETAILS
[input] [balance]
About the PR
This is currently a **proof of concept** for a rework of spy thief, so the coding will not be very great. I want to make that obvious first because making this well-coded and ready to merge would require the addition of many features that would be difficult and time-consuming to implement, most notably it would be giving weight to various spy rewards. As such in its current state, this is to gauge interest, though it could be later turned into an actual fleshed-out PR. Even here you'll notice faulty code, such as the surplus crate items not appearing in the spy's uplink buylist despite my best efforts.
The changes involved would be the following
1.) All **generic** traitor items and surplus crate exclusive items that cost less than or equal to 5 traitor points have been removed from the spy thief reward pool, **all job-specific items are exempt from this**
2.) Spy thieves now get new bounties, rewarding anywhere from 1 to 3 traitor crystals, these take the place of some of the previous jobs.
3.) Spy thieves now spawn with an uplink, starting with ZERO credits, they can use this uplink to purchase traitor items, giving them slightly more control over some of the more inconsequential rewards.
Why's this needed?
Again this is a proof of concept more so than an actual PR in its current form.
The idea here is to make it so that spies will have more reason to go for thefts that would normally be avoided in favor of bigger higher TC payouts.
It also gives them more flexibility and helps mitigate a problem that many people have with spy theft, the feeling of being locked to RNG and getting reward after reward that is far too difficult for its payoff.
I believe that by taking out more generic, less specialized, inconsequential, and non-powerful items, and instead making a pool which spy's can pick and choose from, spies will be a bit more powerful, flexible, and have more control over their gameplay experience.
I'd love to hear the community's thoughts on the matter, as I know some love playing spy as is, playing the hand they are dealt, and others despise it. I felt as though this might be a good compromise between making them have power over their rewards, and having spy's forced to improvise with whatever they are given.
**Accompanying images! Now you don't even need to boot it up!**
Sadly the surplus items didn't make it to the uplink for whatever reason, just pretend mines, breaching charges, and other low TC surplus items are in there
PULL REQUEST DETAILS
[input] [balance]
About the PR
This is currently a **proof of concept** for a rework of spy thief, so the coding will not be very great. I want to make that obvious first because making this well-coded and ready to merge would require the addition of many features that would be difficult and time-consuming to implement, most notably it would be giving weight to various spy rewards. As such in its current state, this is to gauge interest, though it could be later turned into an actual fleshed-out PR. Even here you'll notice faulty code, such as the surplus crate items not appearing in the spy's uplink buylist despite my best efforts.
The changes involved would be the following
1.) All **generic** traitor items and surplus crate exclusive items that cost less than or equal to 5 traitor points have been removed from the spy thief reward pool, **all job-specific items are exempt from this**
2.) Spy thieves now get new bounties, rewarding anywhere from 1 to 3 traitor crystals, these take the place of some of the previous jobs.
3.) Spy thieves now spawn with an uplink, starting with ZERO credits, they can use this uplink to purchase traitor items, giving them slightly more control over some of the more inconsequential rewards.
Why's this needed?
Again this is a proof of concept more so than an actual PR in its current form.
The idea here is to make it so that spies will have more reason to go for thefts that would normally be avoided in favor of bigger higher TC payouts.
It also gives them more flexibility and helps mitigate a problem that many people have with spy theft, the feeling of being locked to RNG and getting reward after reward that is far too difficult for its payoff.
I believe that by taking out more generic, less specialized, inconsequential, and non-powerful items, and instead making a pool which spy's can pick and choose from, spies will be a bit more powerful, flexible, and have more control over their gameplay experience.
I'd love to hear the community's thoughts on the matter, as I know some love playing spy as is, playing the hand they are dealt, and others despise it. I felt as though this might be a good compromise between making them have power over their rewards, and having spy's forced to improvise with whatever they are given.
**Accompanying images! Now you don't even need to boot it up!**
Sadly the surplus items didn't make it to the uplink for whatever reason, just pretend mines, breaching charges, and other low TC surplus items are in there
PULL REQUEST DETAILS