Closed qoala closed 10 months ago
Update, no need for a separate Constant Travel Time mod.
The check for constant travel time is hourMultiplier == 0
local hourMultiplier = ((campaign and campaign.difficultyOptions.hourMultiplier) or rawget(simdefs, "hourMultiplier") or 1)
https://discord.com/channels/313015356052471828/589089660064628736/1192572021960351877
The new missions and their rewards are designed to fill gaps in gameplay. If people want to add other mods that fill those gaps in different ways, or remove the existence of those gaps entirely, that's their prerogative but not our problem. IMO this is as unnecessary as "Maybe we should come up with a reward for AI Terminal for those No Incognita runs"
Too low priority with so many other things that the mod needs to finish.
If travel time is constant, then "close missions = more missions visited" isn't successfully granted. Not necessarily a priority unless people start doing more constant-time runs. Situation Reports and ACW Grids both add their own complex layers to mission choices, making it more amenable to remove the travel time consideration .
https://discord.com/channels/313015356052471828/313015598789427202/1192526970441978028
serverdefs.calculateTravelTime
as an appendable function. (Doesn't affect mission spawn criteria, which use real distance)serverdefs.TRAVEL_CEILING
is implemented here: add the base travel time, enforce ceiling, remove the base travel time.calculateTravelTime
, and if conditions are met, enforce a travel ceiling of 0 by setting the calculated time to-baseTravelTime
campaign.location
(to keep UITR travel time predictions honest)campaign.agency.{MM-something}
.