01-01-2021, 05:09 PM
Can move things around, it was largely an estimate. The cloning equipment gets stolen/bombed a lot and people tend to get away with it so I moved it down.
My thought process:
We could raise the rewards by just making them pick from a bigger TC range with better chances. But, I felt this would be too drastic a power level change and still result in silly bounties. So I went with a difficulty rating that mostly resembled the original range for the item type, expanding them upwards for difficulty and improved the low end a bit.
Items and machinery are straightforward to convert as you can just glue a rough idea of difficulty to them.
Bounties based around players are trickier. Limbs and trinkets are not very subtle unless you talk your way into it. You are less likely to get away with taking a limb from security than a botanist so I assigned a higher reward.
The second big issue when dealing with TC is that actual value and TC aren't that closely related. The rewards above 7 cost that are allowed in spy thief aren't actually very good. The 1-3 TC range includes some great items like fibre wire, mindslave but also stinkers like spy sticker kits and extra large shot glasses. What it really needs is a list of "value" and to use TC as a fallback for unrecognised items, tt would also benefit from some kind of checking that the generated bounty list has a good distribution of value. This is pretty subjective and I didn't feel like trying to get that into my first rebalance because it will just sit around for weeks while I want to get some better logic merged to start with.
So part 2 is most likely going to be implementing a measure of reward that isn't based off TC, probably just three buckets great/good/average
My thought process:
We could raise the rewards by just making them pick from a bigger TC range with better chances. But, I felt this would be too drastic a power level change and still result in silly bounties. So I went with a difficulty rating that mostly resembled the original range for the item type, expanding them upwards for difficulty and improved the low end a bit.
Items and machinery are straightforward to convert as you can just glue a rough idea of difficulty to them.
Bounties based around players are trickier. Limbs and trinkets are not very subtle unless you talk your way into it. You are less likely to get away with taking a limb from security than a botanist so I assigned a higher reward.
The second big issue when dealing with TC is that actual value and TC aren't that closely related. The rewards above 7 cost that are allowed in spy thief aren't actually very good. The 1-3 TC range includes some great items like fibre wire, mindslave but also stinkers like spy sticker kits and extra large shot glasses. What it really needs is a list of "value" and to use TC as a fallback for unrecognised items, tt would also benefit from some kind of checking that the generated bounty list has a good distribution of value. This is pretty subjective and I didn't feel like trying to get that into my first rebalance because it will just sit around for weeks while I want to get some better logic merged to start with.
So part 2 is most likely going to be implementing a measure of reward that isn't based off TC, probably just three buckets great/good/average