Empire of Sin

Empire of Sin

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Smak64 23 Dec, 2020 @ 4:06pm
Notoriety Gates: Worse = Better
I put this in technical issues because I THINK this is unintended, but anyhow.
I was looking through the game files and found NotorietyGates.lua. I'd been looking for it to see if modding later down the line could mean adding more levels of notoriety so bosses can get stronger, or maybe finding some way to use the code to make crew members get stronger as well.

Specifically, I noticed this bit of code.

local skillValue = thisActor.skills:get(statName)
return math.ceil(gateLevel * 0.1 * (100 - skillValue))

Now, there's nothing necessarily wrong with it, but it creates a weird balance in how it works.
With how the equation is set, having a lower base skill level means more gain from it. (AKA, skill of 90 means 1 point every notoriety gate, skill of 20 means 8 points every gate. This is why Goldie never gains any persuasion with notoriety.) Again, nothing necessarily wrong with it, bosses who are really weak in certain areas will see the most improvement there with levelling.

The issue comes in the fact that it's a reversed 10% gain every notoriety gate, and there's 20 gates.
Meaning someone with a 90 in persuasion will gain 20 points, putting them at 110 at max notoriety, but someone with a 20 will gain 160 points, putting them at 180 at max notoriety. This is how at max notoriety Maggie Dyer becomes the most persuasive person on the planet (Starts at 25, ends at 175).

In effect, this means if you intend on getting notoriety to 1000 (the cap), your best bet is to start off as the weakest character possible in order to maximise stat gains.

If that's intended behavior, then the system works just fine. If it's not, I don't know how best to address it because different solutions have their own problems.

Reducing the notoriety gates to 10 (As in every 100 instead of every 50) or reducing the 0.1 in the equation to a 0.05 means that at max notoriety every boss has the same stats, barring traits. In the end differences come down solely to their ability.
Setting it to a flat gain every level (instead of reverse of skill) means that since persuasion, intimidation, and leadership pretty much don't have any effect past 100, the best boss choice from a statistical point of view is Daniel for having a starting marksmanship of 85 (since marksmanship past 100 increases crit chance).
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Tomomasa 1 Apr, 2021 @ 2:21pm 
I'm not sure if this is fixed or not but in 1.03 I decided to choose a boss with high persuasion because of a quest pop up offering 150k for one of my crew member the only requirement is persuasion based skill check. So I decided to play with Franky Donovan who starts with high persuasion. Problem is after a few "gates" he started to get negative scores on new "gates". I taught this is intended but now I'm thinking maybe it is just poor coding.
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