-
Notifications
You must be signed in to change notification settings - Fork 627
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Salvage Expeditions Rebalance: randomized loot, cash only rewards, extended time #1219
Salvage Expeditions Rebalance: randomized loot, cash only rewards, extended time #1219
Conversation
I believe this PR needs |
… more apropriate folder
Similar to what @VividPups is working on in #1173 but orientated for expedition rather than bluespace events. |
It is. But it's less about gaemer loot and more about visual variety of mundane things like tools, vendomats, lathes etc. |
Alright I have an idea for a spawner for different techfabs (salvage, medical, engineering) to be found but that brings me to a point. |
Randomized machines and more varied circuitry already present in this PR. Guess I should write in the PR description what spawners were made thus far. |
RSI Diff Bot; head commit 6b5b3e8 merging into f63889a Resources/Textures/_NF/Objects/Tools/guncaselong.rsi
Resources/Textures/_NF/Objects/Tools/guncaseshort.rsi
|
…ardSteinhauer/frontier-station-14 into 20240409-DungeonLootSpawners
eswords and double eswords are exceedingly rare (gonna buff eswords drop rate though), SMGs are somewhat common - from testing I usually get an SMG every second exped or so as (no counting ones that come from downed syndies), same for couple blue space parts (gonna buff 'em too I guess). With IFF boards I can't tell, since I haven't tested them yet, but I'm about to make a couple runs to see if they need to be buffed. In theory they should be too rare: while they have low %chance on the spawner prototype, spawners with them are very common (multiples per room).
There is no control on player's end. However with extended timer you got enough time to loot entire dungeon after you complete the objective, and there are enough spawners so unless you're get screwed by rng, you'll bring at least 1 full stack of all resources available from single expedition. Except bananium. |
They are not hidden. Item spawners are placed on tables or racks in dungeon rooms. Unless it's mineshaft or haunted dungeon templates - there are no tables on those ones. |
My main concern is that the community will react very negatively to these changes because of the extra factor of RNG it introduces to expeds, which are already incredibly RNG heavy. I'd actually suggest making a post on the discord to get feedback on this before merging it, because the vast majority of people do not use github. You'll get a much larger amount of feedback if you use the discord. |
With those changes I was able to consistently turn 100k+ profit per hour if I survive. Which brings profit from expeditions almost to the level of asteroid mining. Roughly 40% of that sum comes from completion rewards, the rest - loot from dungeons. Sure it's randomized to a degree: if the room had full stack of plasteel, now it is full stack of plasteel/reinforced uranium glass/gold/silver/reiforced plasma/durathead. If it was reinforced uranium glass, now it is plasteel/reinforced uranium glass/gold/silver/reiforced plasma/durathead. And so on. You get the same resources, they just distributed through rooms differently. |
I'm more concerned that people will not be happy with the increase in randomness regarding specific exped rewards, ie not stuff they sell but things they're looking for, like IFF consoles and the like, hence my suggestion that you make an ideas post to get feedback before the PR is merged in order to avoid a potential backlash once it is merged. |
Hopefully boards aren't a pain to find |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This will need another balance pass for sure, but after testing this for some time and fixing few issues its good to go as its now.
About the PR
General expedition tweaks
Other changes:
Randomized loot and fluff item spawners.
A bunch of randomized spawners for common items and machines encountered in expedition dungeons so to bring more visual variety to mundane things scattered about and to add a little bit more valuables to the loot pool expeditions offer.
Generally spawners are thematically tied to departments (rn engineering, medical, hydroponics, science, sec/mercenary, salvage and kitchen are present) and loosely divided between the following categories:
Why / Balance
To increase variety of loot available from expeditions. No more 1000 upon 1000 of power drills.
And to make expeditions slightly more profitable than they are right now, so it could compete with low to mid effort mining or science.
How to test
Delve into salvage expedition.
Media
Breaking changes
yml file, that contained duffels with gun for shuttle safes was edited and moved:
/Resources/Prototypes/_NF/Catalog/Fills/Backpacks/duffelbag_guns.yml -> /Resources/Prototypes/_NF/Catalog/Fills/Items/weapon_cases_shuttle_guns.yml
Changelog
🆑 erhardsteinhauer