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GivesBounty>LevelMod is calculated wrong #14381

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MustaphaTR opened this Issue Nov 18, 2017 · 7 comments

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MustaphaTR commented Nov 18, 2017

Currently it is increasing too quick. For ra mod (and default values), it goes from 10% on normal to 50% on 1 star. It is adding 125% (default value of LevelMod) on each level after first one, as can be seen at http://openra-red-alert.wikia.com/wiki/Veterancy

I think what should happen is either getting 125% of previous level's value (10-12,5-15,625-19,53125-24,414065) or 125% of original value (10-12,5-15,17,5-20). First makes more sense to me, but latter is more straightforward.

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I think the latter is better because of rounding issues.

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Arular101 commented Nov 18, 2017

I think the latter is better because of rounding issues.

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Probably an unpopular opinion, but I wouldn't mind seeing bounties not increase on veterancy. Feels a bit like it's punishing the player for getting their units ranked up before losing them.

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Smittytron commented Nov 18, 2017

Probably an unpopular opinion, but I wouldn't mind seeing bounties not increase on veterancy. Feels a bit like it's punishing the player for getting their units ranked up before losing them.

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I wouldn't mind that either. Also considering #14301 will make vetted infantry a little bit stronger because of no rounding issues anymore.

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Arular101 commented Nov 18, 2017

I wouldn't mind that either. Also considering #14301 will make vetted infantry a little bit stronger because of no rounding issues anymore.

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Probably an unpopular opinion, but I wouldn't mind seeing bounties not increase on veterancy. Feels a bit like it's punishing the player for getting their units ranked up before losing them.

I don't think this is an unpopular opinion. tbh, i thought the opinion came off last discussion about ra bounty was to remove that, but nothing has been done. Looking at the calculation, even setting it to 100 wouldn't remove it i guess so this needs to fixed even to remove it i guess.

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MustaphaTR commented Nov 18, 2017

Probably an unpopular opinion, but I wouldn't mind seeing bounties not increase on veterancy. Feels a bit like it's punishing the player for getting their units ranked up before losing them.

I don't think this is an unpopular opinion. tbh, i thought the opinion came off last discussion about ra bounty was to remove that, but nothing has been done. Looking at the calculation, even setting it to 100 wouldn't remove it i guess so this needs to fixed even to remove it i guess.

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@Smittytron Sure, you can make LevelMod to 100 in RA to work around the core bug and while your opinion would be fulfilled, the bug would still stay in the engine.

I'd say LevelMod should be scrapped entirely to be replaced with conditional GivesBountyMultipliers. Veterancy alone might not be the sole thing which would affect bounty in the long term - Generals salvage crates came to my mind, or I dunno, Industrial Plant, individual unit upgrades...

Although that would make the implementation a bit tricky due to passengers.

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GraionDilach commented Nov 18, 2017

@Smittytron Sure, you can make LevelMod to 100 in RA to work around the core bug and while your opinion would be fulfilled, the bug would still stay in the engine.

I'd say LevelMod should be scrapped entirely to be replaced with conditional GivesBountyMultipliers. Veterancy alone might not be the sole thing which would affect bounty in the long term - Generals salvage crates came to my mind, or I dunno, Industrial Plant, individual unit upgrades...

Although that would make the implementation a bit tricky due to passengers.

@abcdefg30 abcdefg30 added the Bug label Nov 18, 2017

@MustaphaTR MustaphaTR changed the title from GainsBounty>LevelMod is calculated wrong to GivesBounty>LevelMod is calculated wrong Nov 19, 2017

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#14363 makes GivesBounty conditional, we can just get rid of LevelMod and use multipile GivesBounty traits. (Multipile GivesBounty is already possible, without conditions, it doesn't help much.)

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MustaphaTR commented Nov 19, 2017

#14363 makes GivesBounty conditional, we can just get rid of LevelMod and use multipile GivesBounty traits. (Multipile GivesBounty is already possible, without conditions, it doesn't help much.)

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Wrong, even the current stage of #14363 can't handle multiple GivesBounty traits - https://github.com/pchote/OpenRA/blob/9f851698d9571ebe8608868e951a182fb759bd48/OpenRA.Mods.Common/Traits/GivesBounty.cs#L81.

+ Cargo is killing passengers without applying damagetypes - having multiple GivesBounty traits just to filter them through such won't work at all.

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GraionDilach commented Nov 19, 2017

Wrong, even the current stage of #14363 can't handle multiple GivesBounty traits - https://github.com/pchote/OpenRA/blob/9f851698d9571ebe8608868e951a182fb759bd48/OpenRA.Mods.Common/Traits/GivesBounty.cs#L81.

+ Cargo is killing passengers without applying damagetypes - having multiple GivesBounty traits just to filter them through such won't work at all.

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