DeviousDevices / DDi

Devious Devices - Integration
http://www.loverslab.com/files/file/371-devious-devices-integration-08162014/
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Add variable "Destroy Key" options. #36

Closed MinLL closed 9 years ago

MinLL commented 10 years ago

Quote from the Forums:

1 - Change the "Destroy Key" option from a toggle into a probability slider.

I really can't see this taking more than an hour (and that's stretching it!) to implement, and honestly, if I had the time to learn skyrim modding from scratch, I'd just do this myself. Instead, I have to go job hunting. :(

I've been rather busy myself the last couple of months with the whole "job" prospect (Picked up a big contract): Hence, the gap between updates. (Contrary to what some users seem to think, it's not due to me arrogantly believing that I am a king, who does not need to distribute updates!).

I just don't like the whole binary, "I need 1 key [per device] to escape them all." Instead, I'd rather there be a degree of tension in, "I have 1 key and 5 devices on. I have a 20% chance to destroy my key every time I use it. How many devices can I get out of before it breaks?" Doesn't that sound more evil fun? :D

If you still want the one key per device setting, just set the slider to 100%. No breakage, would be 0%. Simple, effective, efficient. :)

1a - Add a slider to allow arousal to affect the key break probability.

'Cause let's face it, fully worked up and about to escape to get that much needed relief, your hands would be shaking like a leaf. :s The fine control needed to turn a fragile key and not break it? >_> Yeah, not happening. :P And like all things, my idea of balanced vs evil is not yours, so let us have another slider! :D

And keep the math simple. Like this:

final_break = base_break + (arousal * arousal_break_mult)

I need to go complain to the author of Cursed Loot about their arousal modifier math. gah :P

1b - If the key breaks, maybe you didn't manage to get the lock open after all?

Yup, another slider. This time for the probability of a successful escape when you broke your key in the attempt.

1c - If you broke your key and failed to get the lock open, maybe you jammed the lock?

It's critical failure time. You got your key, you try to open the lock, but the key broke and you failed to escape. Maybe the key broke off in the lock and you can't clear the obstruction to try again?

This is probably the biggest question mark on my list, but is designed for integration with Captured Dreams. I want a real reason to go to the shop and ask one of them to remove my devices. This would absolutely HAVE to default to zero, no question. Maybe even disable it unless a mod that implements an alternative removal option enables it.

But as I said, this is my biggest question mark, so if you don't implement this, I won't mind.

TheKimy commented 10 years ago

I need to go complain to the author of Cursed Loot about their arousal modifier math. gah :P

Well, my formula might be a tad more complex, but unlike the one above, mine delivers normalized results in the 0 to 100% range, which is what you usually want to have for calculating chances.

These days it seems nobody values accurate math anymore. :p

MinLL commented 9 years ago

Implemented 1, and 1c.