Fractal Softworks Forum

Starsector => Suggestions => Topic started by: ElPresidente on May 24, 2021, 02:23:16 AM

Title: Bounty rewards - better way to calculate?
Post by: ElPresidente on May 24, 2021, 02:23:16 AM
Whey not just use a fraction of the total cost of the ships in the enemy fleet? Like 10% of the total fleet value?
That way the bounty would scale better with the threat level.
Title: Re: Bounty rewards - better way to calculate?
Post by: AcaMetis on May 24, 2021, 06:04:50 AM
That wouldn't take into account enemy officer count, s-mods, d-mods and fleet skills - all factors that could turn a easy/hard fight into the other. I'm also not sure if all ships are priced relative to their threat level, especially Derelict and Remnants, which I don't think needed a pricetag before 0.95 at the latest (if that). And what about logistics ships? Should I be paid 10% of a Prometheus when a bounty has one in their fleet? Should I be skimped 10% of a Venture that doesn't have Militarized Subsystems/either Package hullmod because it's a civilian ship?

The current system is flawed, there's no doubt about that, but I don't think a simple solution could really take into account everything that determines how difficult a bounty fleet is(n't) to fight.
Title: Re: Bounty rewards - better way to calculate?
Post by: Astro_Marcus on May 24, 2021, 07:57:06 AM
Also need to take into account the distance to the bounty... not hauling half way across the sector for $80k.
Title: Re: Bounty rewards - better way to calculate?
Post by: ElPresidente on May 25, 2021, 12:21:45 AM
That wouldn't take into account enemy officer count, s-mods, d-mods and fleet skills - all factors that could turn a easy/hard fight into the other. I'm also not sure if all ships are priced relative to their threat level, especially Derelict and Remnants, which I don't think needed a pricetag before 0.95 at the latest (if that). And what about logistics ships? Should I be paid 10% of a Prometheus when a bounty has one in their fleet? Should I be skimped 10% of a Venture that doesn't have Militarized Subsystems/either Package hullmod because it's a civilian ship?

The current system is flawed, there's no doubt about that, but I don't think a simple solution could really take into account everything that determines how difficult a bounty fleet is(n't) to fight.

Better ships are generally more expensive, and last time I checked, D-mods affect price.
You can add a distance modifier to the final price and an officer bonus.

So basically:
Total Bounty = (combined cost of all ships) * 1/X * distance modifier + total officer bonus
X would be the percentage

officer bonus would be (officer level * bonus per level), per officer, added.
Title: Re: Bounty rewards - better way to calculate?
Post by: AcaMetis on May 25, 2021, 02:37:08 AM
Quote
Better ships are generally more expensive, and last time I checked, D-mods affect price.
Generally, but not well enough to tie another system to it. For one Derelict and Remnant ships are not well balanced in terms of price at all (literally Guardian = Radiant = Paragon = Dorito Bag, according to the price list), and you can get bounties against those kind of fleets through contacts. There's also the fact that station modules all have separate prices listed, and every last piece costs the same as a Paragon no matter it's actual function. I don't think a t1 midline pirate base should be worth...one station, two modules, four structural spurs...3.5 mil, or seven Paragons?

D-mods do effect ship price, but there are d-mods which don't effect combat at all (Erratic Fuel Injector, Degraded Life Support Systems, etc.) and some d-mods make a lot more difference on some ships than others. Or even none, depending on loadout. I can't test it but I assume it's possible to get, say, Degraded Shields on a ship that normally has shields, and than outfit it with Shield Shunt. To say nothing of what Derelict Contingent does to heavily d-modded ships...
Title: Re: Bounty rewards - better way to calculate?
Post by: ElPresidente on May 25, 2021, 04:55:10 AM
Quote
Better ships are generally more expensive, and last time I checked, D-mods affect price.
Generally, but not well enough to tie another system to it. For one Derelict and Remnant ships are not well balanced in terms of price at all (literally Guardian = Radiant = Paragon = Dorito Bag, according to the price list), and you can get bounties against those kind of fleets through contacts. There's also the fact that station modules all have separate prices listed, and every last piece costs the same as a Paragon no matter it's actual function. I don't think a t1 midline pirate base should be worth...one station, two modules, four structural spurs...3.5 mil, or seven Paragons?

Yeah, not perfect without adjusting the ship prices better, but still better than what we have now.

Better to have some consideration on ships costs/strength than none.

But if anything should have a high bounty, it's attacking stations. Not only do they almost always have support fleets, but stations are tough.
Title: Re: Bounty rewards - better way to calculate?
Post by: AcaMetis on May 25, 2021, 05:33:23 AM
Quote
Yeah, not perfect without adjusting the ship prices better, but still better than what we have now.

Better to have some consideration on ships costs/strength than none.

But if anything should have a high bounty, it's attacking stations. Not only do they almost always have support fleets, but stations are tough.
Needs balancing and filling in what are currently placeholder values at best, but yes, better than the current system of "Triple Paragon and quintuple Doom, plus around 20 support ships? I'll give ya 340K for it if ya buy me a 1K drink!"

(The base cost of that fleet would easily exceed two million credits, by the by, and at 10% that would come out to less than current, so maybe...20% of total fleet value? 25%?)