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CBM install chances using Autodoc must be revised #27826
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Why do you figure someone very good at first aid and computers should have a 90% chance of programming an autodoc to do perfect unassisted surgery on their most delicate body parts? I think your perceived balance here doesn't take into account planned and soon coming directions for the game. The problem is not the autodoc having too low a max success, it's that other more reliable ways to install bionics need to be finished. |
I am kinda pointed on it there: Probably you are right. But what to do then? |
Here’s my proposed changes to install chances for CBMs. It won’t fix the install chances being low, but it should make them more realistic. CBMs at the moment use a numerical difficulty to determine how hard they are to install. For each CBM, each skill used should be at a certain level depending on the complexity and install location of the CBM. I realise this will take a bit of work, but most CBMs fit into a category for each skill. FIRST AID Additional skill requirement: ELECTRONICS Additional skill requirement: COMPUTERS Additional skill requirement: INTELLIGENCE REQUIRED This represents how intelligent people can perform pattern recognition and reverse-engineer IRL ADDITIONAL IDEAS The MD and autodoc specialist profession traits should also increase success chance. Failed installations could also give an increased chance for the install to succeed next time (learning from mistakes and all), but that sounds much harder to implement: |
@kevingranade |
Issue was not resolved. |
Right, but issues can be closed manually too. This issue is pretty old, nobody worked on resolving it (i.e. opened a pr or held a further discussion) - that would be a valid candidate for a stale bot. Also issue can be invalid too and closed because of that. |
Describe the bug
CBM install chances using Autodoc must be revised
To Reproduce
Steps to reproduce the behavior:
Actual behavior
![51628507-38acad80-1f56-11e9-876a-d369ab451d4f](https://user-images.githubusercontent.com/17512620/51667496-523f0b00-1fd1-11e9-8c95-6d77dbcfc530.png)
CBM_chance_Default.xlsx
DeltaEpsilon graphs:
![bionic_difficulty](https://user-images.githubusercontent.com/17512620/51787274-c1a72d00-2180-11e9-8f70-caa12513955e.png)
Expected behavior
#27750 (comment)
Agreed, no-knowledge chance of successful install is way too high, it needs to be reigned in a great deal, I don't expect anything higher than a 20% success rate there. At the same time, I do think the requirements at the far upper range are a bit much, I'd expect 10 + 8/8/8 or so to be at least reaching 90% for up to difficulty 10 or so, though I'd buy that the operation to install things like wired reflexes should be absolutely ludicrous and not peak over 90% until you're an absolute virtuoso at everything involved.
A thought I had looking at this is giving the stats some context. Medical/first aid is an absolute must, and should maybe just tank your chances if you don't have it, regardless of the rest. Meanwhile computer and electronics can maybe be substituted for with int because there's a certain amount of "you can just figure it out" for programming the machine and setting up the cbm for installation.
So just a sketch, the install success chance is the min of the install chance for the three skills, and they're calculated differently:
IDK, I don't think it's necessary to change anything about skill handling, but it's nice to have a mental model of what's happening rather than just numbers.
Conclusion
Versions and configuration(please complete the following information):
Additional context
For players: Consider using SAFE AUTODOC mod, CBM Manual Installation Mod or BrightNights mod to bypass the issue.
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