JunyDeveloper / GamblingModLethalCompany

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Main Idea: Machine Refresh only on a day passing + many other random ideas #45

Open Masterkevkev opened 8 months ago

Masterkevkev commented 8 months ago

After learning about this mod 'n testing it, it seems the "Number Of Uses" only seems to affect that one time you land. If you were to go back into orbit and go back down, it refreshes - making the uses only something to follow if the group agrees to play via. morals/integrity. Can there be one of the few things added below to solve this? Ideas below are both random ideas but most revolve around machine uses and being used, or used up.

  1. Once the machine is used up - the machines stay used up until a day passes. I don't know how this would be tracked. (maybe allowing machine uses when you land, but after you leave - whether or not all uses have been used - lock up the machines even if you land again until the day passes (a form of toggle)? Or have it log in some temporary file how many uses each machine has and max it (capping at configured limit) every time a deadline day changes). Potential change so that it only refreshes when a new quota is reached too?

  2. Once the machine is used up, config option to set it to a riskier form of gambling (odds are skewed to harder (configured) rates, death could happen via. lightning or the boss eats them somehow - I dunno). Punishing those with a gambler's fallacy or addiction. Machine lights up red when in this mode. (still would need Idea 1 to function). The odds could be riskier but even more in their favor if they succeed (but the odds of winning are even worse)

  3. A slot machine where the scrap gets taken and it rolls like a normal slots machine. Depending on the outcome, it changes into worse scrap or better scrap. Using this always costs credits, can only be used a set amount of times, and doesn't always have to lead to scrap. Could roll into basic gear like a shovel or flashlight. (All configurable, additional cost depending on if a 0-scrap item is given or not (if 0 cost is given, the cost is X + Scrap's-Minimum-Value))

  4. The music the machines play should stop when the machine is spent, so the dread silence of the field of machines (if configured for multiple machines) fills the air to remind you that the gambling fun is over and you must get back to moons. If Idea 2 is used, maybe turn the music into something more dramatic, like a "Who Wants To Be A Millionaire" sorta thing.

  5. The ability to purchase or find a gamble machine. If purchased, can be picked up and placed anywhere to be used. Breaks after X amount of uses. Can't be sold whether used or not. If found in the facility, can be picked up and placed anywhere (configure option: only after spent up, or smacked enough times with melee to detach it from where it spawned), used, and sold whether used or not. (Configure option: Less uses = more worth when sold?)