Author Topic: [Suggestion] Random Production  (Read 4333 times)

Offline alinare

  • Colonel
  • ****
  • Posts: 128
    • View Profile
[Suggestion] Random Production
« on: February 13, 2018, 11:47:06 pm »
Hello everyone:
This has occurred to me, I do not know if it has been raised before. As a hypothetical example:

manufacture:
  - name: STR_MINERAL_EXTRACTION
    category: STR_EXTRACTION
    space: 30
    time: 1000
    cost: 12000
    requiredItems:
    totalItemtoproduce: 1
      STR_MINERALORE: 1
    producedRandomItems:
      Electronic components: 2
      Plasma Accelerator: 4
      Focusing Crystals: 2

The idea would be, that when something is manufactured, produce an item, randomly, from the list of three objects, presumably random, in the amount specified in totalitetoproduce. The utility, which I see, is to give a little more variety to the collection of treasures, objects, booties, etc.
     

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11732
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Random Production
« Reply #1 on: February 14, 2018, 12:42:43 am »
Meridian already rejected this idea on the basis that it would be abused with savescumming.

Offline alinare

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: Random Production
« Reply #2 on: February 14, 2018, 12:58:54 am »
Agree. Thanks for the clarification.

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: Random Production
« Reply #3 on: February 14, 2018, 10:25:32 am »
Meridian already rejected this idea on the basis that it would be abused with savescumming.

Although I'm not really familiar with that part of the code base, and somehow have missed the discussion.

Could savescumming not be mitigated by choosing the random item at the start of a production cycle?

In that way if people want to abuse they either have to:
* Replay a part of the game (assuming they have a save before production start) ... which would be a penalty
* Keep a watch on the savegame
   - If they are already on that part of the slippery slope, they might as well mod the items in
   - Could probably be mitigated as well by storing the random seed (number) leading to the result instead of just the STR_ITEM

Just some random thoughts though (i'm personally not interested in such a function at the moment)

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9106
    • View Profile
Re: Random Production
« Reply #4 on: February 14, 2018, 10:46:33 am »
It's not only that... there are other things too.
For example, you cannot calculate/display the profit... because you don't know what will be manufactured.
Also, the items need to be chosen each time, not only when it starts... if I try to "open 1000 treasure boxes", the RNG should be rolled 1000x, not just 1x

For more variety in treasure/booty, you can use the randomized item spawning on the map instead... it's easier and much more understandable.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11732
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Random Production
« Reply #5 on: February 14, 2018, 11:56:26 am »
Well maybe not easier on the modder's part, but good enough. :)

To be absolutely honest, I think it would be nice to have this feature, but not at the cost of maiming the code and the CPU.