View Issue Details

IDProjectCategoryLast Update
0028382Heart Of The MachineBug - GameplayMay 29, 2024 11:47 pm
Reportermblazewicz Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.518 Expanded Deterrence 
Fixed in Version0.528 Unforgivable Composting 
Summary0028382: Gameplay - Required deterrence doesn't increase with the amount of sources in proximity
DescriptionDescription:
Currently if player stacks deterrence to match the highest threshold required in the area no matter how many buildings they build there, they will not be triggering any human response, despite them stealing at least 300% more resources after reaching job cap.
While it makes sense that flags and parasites wouldn't stack (since usually different companies are managing them) it's strange that the deterrence required to deter attacks doesn't stack or in any way increase between sources of the same type in close proximity (e.g. within a subnet) since player takes away more resources with each concurrent building.

Steps to Reproduce:
1. Unlock parasite buildings
2. Place all available parasite buildings close to each other
3. Provide 18000 (or slightly more) deterrence to the area
4. Observe that no patrol has been triggered
TagsNo tags attached.

Activities

mblazewicz

May 24, 2024 1:39 pm

manager   ~0068602

Adding attachments
28382_Save.save (3,739,660 bytes)
28382_A.mp4 (6,934,373 bytes)   
28382_B.png (4,689,276 bytes)

Chris_McElligottPark

May 24, 2024 5:25 pm

administrator   ~0068606

Yep, this was on my mind yesterday, as players over-stacking things can be an issue, and clarity there then becomes a problem. I haven't decided on what will be the cleanest way to handle it.

Darloth

May 25, 2024 7:23 am

reporter   ~0068629

Suggestion if you want to keep stacking being a good idea: They don't stack linearly, but each additional source of deterrence of any type whatsoever adds more deterrence to the highest value, with stacking penalties as there are more and more?

Something like the highest just applies at full force, and then within some area, maybe 20 units, every additional source contributes 50%, then 25%, then 12.5% (adjust numbers for balance if needed) to the largest-base source within 20 units of their individual locations.

They should probably recalculate this each turn, in case one of the larger sources goes away - the intention here is that stacking sources in one spot is sensible, but it does make it harder, and even if you give up on the higher one and remove it, all the lesser sources will still apply their own after the larger 'masking' presence is gone.

Chris_McElligottPark

May 29, 2024 11:47 pm

administrator   ~0068876

Thanks!

* There is a new "distance restriction" on jobs, which is optional, and which can enforce that certain jobs with the same restriction must be a certain distance from one another.
** Rather than simply preventing the stacking of any job that requires deterrence from being too close to one another, this allows for that to be a bit more nuanced. Also, this has utility on things without any deterrence at all, such as the new unforgivable cannery.
** This is my chosen method for handling deterrence otherwise being infinitely-stackable in a local area; it's a lot simpler than making deterrence itself stack, and it has some interesting construction implications over time. Please note that for territory control flags, those can go in any density right now, and probably will be in general; I can't guarantee that all the seeding options would be possible any other way, and it's a comparably minor issue (compared to other things that will require deterrence) with major consequences if the player loses the deterrence they're trying to hold on a bunch of flags all at once.

Issue History

Date Modified Username Field Change
May 24, 2024 1:29 pm mblazewicz New Issue
May 24, 2024 1:29 pm mblazewicz Status new => assigned
May 24, 2024 1:29 pm mblazewicz Assigned To => mblazewicz
May 24, 2024 1:34 pm mblazewicz Summary Gameplay - Required deterrence doesn't increase with the amount of sources => Gameplay - Required deterrence doesn't increase with the amount of sources in proximity
May 24, 2024 1:39 pm mblazewicz Note Added: 0068602
May 24, 2024 1:39 pm mblazewicz File Added: 28382_Save.save
May 24, 2024 1:39 pm mblazewicz File Added: 28382_A.mp4
May 24, 2024 1:39 pm mblazewicz File Added: 28382_B.png
May 24, 2024 1:40 pm mblazewicz Assigned To mblazewicz => Jan Kuzior
May 24, 2024 1:44 pm Jan Kuzior Assigned To Jan Kuzior => Chris_McElligottPark
May 24, 2024 5:25 pm Chris_McElligottPark Note Added: 0068606
May 25, 2024 7:23 am Darloth Note Added: 0068629
May 29, 2024 11:47 pm Chris_McElligottPark Status assigned => resolved
May 29, 2024 11:47 pm Chris_McElligottPark Resolution open => fixed
May 29, 2024 11:47 pm Chris_McElligottPark Fixed in Version => 0.528 Unforgivable Composting
May 29, 2024 11:47 pm Chris_McElligottPark Note Added: 0068876