Avorion

Avorion

Improved Stash
crazeejeeves  [developer] 5 Aug, 2020 @ 2:29am
Ideas for better scaling
I am working on an improvement to the mod inspired by the suggestions from Cy. Could use some feedback.

[Increased drops]
The base game stashes have ONE guaranteed drop and a 50% chance of a second. I plan to introduce a chance of additional N drops under the following constraints:
1. Each drop has diminishing probabilities. E.g. 3rd = 30%, 4th = 15%, Nth = 0.5%
2. Probabilities are modified against the game difficulty
3. Adjust the weights to prefer system mod over weapons based on distance to center (?)

Not so sure about the 3rd point. Key thing is, i want to ensure the stash drops are useful without becoming 'junk' spam, yet not deterministic enough to make it a farming option.

[Adjusted money rate]
The base game uses a linear factor for calculating the money drop. My mod increased that factor but I have observed the following flaws over time:
1. Although it is recommended to try to quickly make your way to Naonite/Trinium, the larger initial amount was too 'generous' making this transition trivial as you can buy your upgrades.
2. The reward at mid-game between tiers is not impactful. The trick is to balance out getting decent rewards to boost the trinium tier experience but growing the scale towards xanion non-linearly.
3. The reward amount becomes inconsequential at end-game anyway.

My idea is to use an S-curve approach. The impact:
1. You get more at early game than what the base game provides but less than the current mod provides. You get rewarded by transitioning TOWARDS naonite rather than rewarded BEFORE naonite.
2. You get significantly more getting into trinium, and it grows steeply towards xanion. This enable a good boost to support the scale-up phase in mid-game. Rewards at Xanion-Ogonite transition should be almost the max that stashes provide, but more valuable than the current mod.
3. End game... you're probably relying on your trade and factories by now. The rewards don't scale noticeably anymore beyond Ogonite. It's there is you happen to come by them.

The scaling works best if the rarity of the stashes decreases. I would like to eventually do that, but that has a possibility to clash with other mods; as it is now, the mod is rather isolated as there are very few that modify stashes.

Thoughts and ideas?
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Showing 1-4 of 4 comments
Maoman 26 Sep, 2020 @ 1:06am 
I like what you've done so far, the only change I would suggest is to have the chances of higher level loot scale inversely with distance from the center. It would take some slightly fancy math to adjust everything correctly but for example, in Titanium range it would only spawn up to Rare items with maybe a tiiiiny chance for Excellent items, but in the Xanion range it would have a decent chance of Excellent, a small chance of Exotic, and a tiiiiiny chance for Legendary.... and finally it would max out at like 1% or 2% for a Legendary once you're VERY near the core.
Cy 9 Aug, 2021 @ 10:15am 
I am very late to this party, sorry!

this game has one mayor problem with stashes and you already reduce the scale of said problem.

My most desired treasures to be found in stashes aside from what they include now:

1.strong weaponry!
most droped guns are sadly trash and it becomes a real chore to find good guns. The result is to desire quantity over quality for military vessels. Now I dont want to get legendary turrets in every stash but 1/10 stashes with exotic/legendary turret drop ( point defence and anti figher stuff should be excluded if possible ).

An extended version of these treasure can even be paired to some kind of beacon hunt. A treasure map that includes multiple sector coords. In one of those sectors there is a really huge treasure chest holding 5 guns of at least exotic rarity.

Possible ways could be
-> a chance to find them for sale at equipment docks.
-> rare drop out of random secret stashes themselves.
-> drop after killing a pirate.

2. ressources.
This would come in handy especially early on but also later into the game. For example I could find 10k trinium out of stashes in the usual trinium area. This means I could get my trinium in small amoounts without having the need to mine it. The mentioned treasure map could then be randomized to include only ressources, a mix of both, or only guns.

Maybe the cash reward compared to now can always be doubled paired with a rare chance for it to contain highly increased amounts (e.g. 10m cash in 1 out of 100 or even 1000 stashes).

The current beta cut down a lot of desire on the players side to do stuff manually with the replacement of the pre 2.0 orders and also cutting down the amount of findable asteroids a lot!
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are you still interest to work on this mod. With these ideas you could really turn treasure hunting into one of the fun main actions a player can do! =)
crazeejeeves  [developer] 10 Aug, 2021 @ 11:42pm 
Thanks for chipping in your thoughts. I like the ideas :)

The concept of selectively customizing drops based on chance seems doable, and likely extensible to customizing the drop quality. I will need to investigate this at some point. Dropping resources based on location is also doable afaik.

However, the concept of linking it to the bulletin board as quests, or based on different event (e.g. pirate kill) would be the most complex. I haven't dabbled in the event system so far.
Cy 11 Aug, 2021 @ 2:11am 
I have spoken about treasure maps or hidden chests being part of a quest. The idea is neat but the quest system is not the best in avorion. Searching for quests is not a fun thing to do in avorion so my preferation switched to non quest based events.

If you have not joined discord yet. there is a whole nice modding community to help you with eventual problems if you encounter any while digging into the implementation of events? But I even think treasure maps being a drop from a pirate, a rare find in equipment docks/ mobile traders and them being included in hidden chests would not require a creation of any new event. In anycase there are really skilled modders over there that can help you reach your goal both with ideas on how to reach your goal the best way and with their modding knowledge to explain possible difficulties while you are smithing it out.

I gonna wait patiently and with excitment for this new mod.

One more thing for the idea. 2.0 made claimable asteroids extremly rare. A treasure map that would lead to a sector with 2+ claimables would also be a nice reward =)
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