ars68
Master Sergeant
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Viva la C&C
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« Reply #20 on: March 14, 2006, 09:58:57 PM » |
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ok, I am taking this straight from old forum, because I think it could stand another go around now, asI have had time to cook up a better way to implement it: (but not sure how price level caps will be affected though)
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you know, I was thinking, maybe you could put in a sort of mission multiplier. this is what I was thinking, to make it a little easier for those doing 100's of missions they know they will win, instead of doing them one by one, by one, by one, by one, and on and on and on, you could set it up like this:
in the mission selection screen, you have an option to use more of your turns to multiply the reward. this way, you can do 1 mission with the reward of 100 of them, taking up only 1 mission at the same time.
2 obvious advantages would be time restricted (and slow dial-uppers) don't have to go through monotonus 100's of mission, and another would be it wouldn't be having 3-4 people doing almost every single mission on the board (although I know this isn't the case in 1-10%, it still happens time to time, % range to % range)
the disadvantages however could be that this does not work with segments, (can't just use it with one 1500 segmnet mission to make a quick 1.5 mil) and the other thing is to multiply the amount of reward, it takes 10 additional turns per time, so doing 100 missions either way will yield same advantages, barring any losses of course, but the one doing multiplying will end up using twice the amount of turns. also, if the person manages to lose the mission he is multiplying, he still uses those turns he used to try to multiply the reward.
this would also make high end missions very interesting, you could take a gamble on a 100%+ mission multiplied by 100, where you may get 100X the high reward, but if you lose, you just wasted like an entire day's worth of turns entirely on single, failed mission.
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as it stand now, doing a 100x multiplied mission will give same exp and crew level as non-multiplied, and difficulty raises extra per time multiplied, to account for each % going up, actually reward goes down. just to say it now though, it would be impractical to be raising the turns needed expenontially (5, 10, 20, 40, 80) because then you would just do 1 at a time multiplied by 2 to avoid the high extra cost. actually... now that I think of it gunfighter, this may work, actually. especially since each time you go up the muliplied, the more reward you are actually getting then doing 1 by 1. so the more extra turns you pay, the more extra credits. just, going this way, a multiplied by ten mission would cost: 2560 turns. kind of ridiculous to times a 1% mission by that for a 10% total reward, to spend nearly 50x more turns for it though. na, I like it better the way I suggested. each multiplied % you go up, the more turns by 5 you wasted. 10X you wasted like 50 turns for extra credits.
anyway, tell me what you think. the basic idea here was to waste turns for a higher reward.
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