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Post by grävling on Feb 28, 2012 6:52:33 GMT -5
Assuming you have 0DV, so that losing XP for being Cyber is not an issue, you get more XP if your mission goes poorly than if it goes well. Aside from getting killed, there are 3 outcomes for this mission.
Type 1: threaten and persuade them You go to the destination. You press 'You need to realize how ...'. You immediately gain 1XP. You intimidate them. They kick you out of the house but there is no battle. You get told 'job succeeded'. Total XP gained, 1.
Type 2: kill everybody You go to the destination. You press 'You need to realize how ...'. You immediately gain 1XP. They aren't intimidated or presuaded, kick you out of the house, and you begin battle. You kill everybody. You then get 1 XP for the 'victory' -- as it is shown on the victory screen. You get told 'job succeeded'. Total XP gained, 2.
Type 3: run away in a cowardly fashion. You go to the destination. You press 'You need to realize how ...'. You immediately gain 1XP. They aren't intimidated or presuaded, kick you out of the house and you begin battle. You immediately escape the screen, and run like hell. You then get 1 XP when you successfully perform the 'tactical escape' -- as it is shown on the victory screen. You get told 'job failed'. Total XP gained, 2.
So it is better for faces to fail at intimidating and negotiating, so that there will be a battle (and then win the battle so your employer will pay you). This has to be wrong.
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Post by absimiliard on Feb 28, 2012 10:13:01 GMT -5
That does seem very backwards.
-abs
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Slide87
Templar
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A.S. Roma Lover
Posts: 1,275
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Post by Slide87 on Feb 28, 2012 10:14:58 GMT -5
twisted...;D
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Post by fallen on Feb 28, 2012 14:55:39 GMT -5
grävling - thanks for the help unraveling this one. I will resolve to be better for those who are good at doing their jobs. The only axis you missed in the analysis is when you get credits and when you dont =P
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Post by grävling on Feb 28, 2012 14:57:54 GMT -5
grävling - thanks for the help unraveling this one. I will resolve to be better for those who are good at doing their jobs. The only axis you missed in the analysis is when you get credits and when you dont =P As far as I can tell, that part is working correctly. But if I were a faction, handing out intimidate jobs, I'd pay a bonus to those who were able to get the desired outcome without killing everybody.
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blackgauntlet
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[ Star Traders 2 & Heroes of Steel Supporter ]
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Post by blackgauntlet on Feb 28, 2012 18:52:09 GMT -5
Eh? And I always thought:
1) Intimidate, without anyone dead- Job Done. 2) Intimidate, with everyone dead- Job Well Done.
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Slide87
Templar
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A.S. Roma Lover
Posts: 1,275
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Post by Slide87 on Feb 28, 2012 21:59:52 GMT -5
Isnt the right thinking way?
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Post by cybergenesis on Feb 28, 2012 22:51:18 GMT -5
Seems to me that the exp gain should be performed at the same time the 'mission complete' msg is displayed, maybe a temp variable when you hit "You need to realize how..." that'll store the 1 for the attempt, or perhaps start at 2 exp, then lower by 1 for the outcome of failure, and just not award exp for running away (which seems kinda odd you get smarter for running like a coward)
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Post by LordofSyn on Feb 28, 2012 22:54:34 GMT -5
running away can also save your life for another day.
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Post by cybergenesis on Feb 28, 2012 23:01:00 GMT -5
But aside from how to run, you didnt learn anything - so why would that apply to exp usable for skills/stats?
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Post by LordofSyn on Feb 28, 2012 23:09:33 GMT -5
The other reason is dodging the build up of Heat. I can't tell you how many times I have tried to work with X Faction and start to get good rep, only to have a few of their punks jump me. if I am working a ladder, it is counter productive.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Feb 28, 2012 23:12:32 GMT -5
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Post by cybergenesis on Feb 28, 2012 23:51:42 GMT -5
I can't tell you how many times I have tried to work with X Faction and start to get good rep, only to have a few of their punks jump me. if I am working a ladder, it is counter productive. I currently have a 60 rep with Lox V...if they jump me one more time i'm going to be annoyed. After a certain rep, your REP should prevent the random encounters. Otherwise what else is it for? Cause it certainly isnt to make Vinny give me better than 50 nY paying jobs...the cheap wank
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Post by LordofSyn on Feb 29, 2012 8:49:23 GMT -5
lmao @ Cybergenesis. Los Val is one of the biggest offenders of this annoying happenstance.
@bg "Its got fangs... and it leaps!"
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Post by fallen on Mar 1, 2012 0:02:54 GMT -5
cybergenesis - for now, I am still hiding behind the BETA flag on this one. We know, and we plan to work on it, but we have resolved not to take the Encounters system in little pieces, but to give it a major overhaul all at once. It needs to become (more) Heat aware, Reputation-aware, Followed-aware, Wanted-aware, Contract-aware, and allow your skills, implants, runners, and Reputation with the involved faction give you more interested decision points, actions, and mitigation strategies. We have big plans--we just aren't there yet. BETA =P
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