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Change Prophet to be tied to tasks #190

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Anusien opened this issue Jan 20, 2022 · 7 comments
Open

Change Prophet to be tied to tasks #190

Anusien opened this issue Jan 20, 2022 · 7 comments

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@Anusien
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Anusien commented Jan 20, 2022

Two things coincide here: a vague dissatisfaction with the Prophet both from a mechanical (some potential bugs around getting reveals in meetings or whatever) and game play (if you stay alive, you can just accumulate clears and it's very powerful) standpoint and the desire to mess around with tasks. Vanilla Among Us has the Scientist, which recharges its ability to check Vitals by doing tasks. This is an interesting idea to balance some of the TOU roles. The Prophet is a good place to start.

We now cap the Prophet to a maximum N reveals. They now get a reveal every time they complete 1/N of their tasks. So let's say they get 3 reveals. They get one player revealed each time they finish 1/3 of their tasks (multi-part tasks only count when they finish the last part). We probably still want to reveal alive or dead players to incentivize them to do their tasks early rather than late.

  • Should it still be time-based as well (to prevent them happening quickly if they speed run tasks) or simply on tasks?
  • Should they get a button to press to do it or should it just happen?
  • Should they start with a reveal?

Need to make sure that an odd number of tasks gets them their last reveal. I think probably the way to do it is to take number of tasks, divide by the number of reveals, and round up to get the number of tasks per reveal. And then when they complete their last task, they get the last reveal. So 3 reveals on 6 tasks would be 2/2/2, 3 reveals on 7 tasks would be 3/3/1, and 3 reveals on 8 tasks would be 3/3/2. This approach does have the possibility of getting multiple sights on your last task. For example, 7 tasks and 5 reveals would be 2/2/2/1 and you'd get 2 reveals on your last task. This is fine I guess; they did it to themselves, but we'd need to make sure they get all of them.

@Anusien
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Anusien commented Jan 20, 2022

One risk with doing it on every 1/N tasks is that it's very uneven. Let's say you're playing 2/3/3 and you get a reveal after 3 tasks, 3 tasks, and 2 tasks. If you've done two tasks, you have a big incentive to do the third to get a reveal. If you've done three tasks, you need to do another three to get a reveal. So you're inclined to take your time. There's an interesting option here where you have a chance to get a reveal after every task.

Maybe the sight can come anywhere in the set of tasks. So instead of having one reveal after 3 tasks, it could come anywhere in that set. So maybe there's 33% chance to get a sight after one task, 66% to get a sight after the second task, and 100% after the third task. Then the probability drops back to 33% when you do a task. So you could get the 3 sights in 3 tasks or it could be all 8.

There's potentially a way to do it where you could get more than 3 sights, but I'm skeptical about that. If a player didn't get any sights they'd feel shitty, but if a player gets too many sights it could just randomly ruin a game (and not in a fun way).

@Anusien
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Anusien commented Jan 20, 2022

I think the way to do it right now:

Players can configure the maximum number of reveals they get, from probably 1-5. The Prophet starts the game with no players revealed. Every time they complete 1/N tasks rounded up, they get the purple flash and a player is revealed to them immediately. There's no time-based cooldown. When they complete their last task, they get the rest of their reveal(s).

@VirusTLNR
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%of tasks would be a better method?

5 reveals is one every 20%

1 task = all 5 on the first task completion
2 tasks = 1st is 2 reveals 2nd is 3 reveals
3 tasks = 1, 2, 2
4 tasks = 1, 1, 1, 2
5 tasks = 1,1,1,1,1
6 tasks = 0,1,1,1,1,1

I didnt calculate this further as I'm at work, but as you can see, each task count above 6 will give either 0 or 1 reveals. The first will never give a reveal, the last will always give a reveal, the ones in the middle will be about how many tasks vs how many reveals (less reveals will lead to more 0s)

@Anusien
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Anusien commented Jan 21, 2022

Number of reveals is much more easy to understand and configure.

@VirusTLNR
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oh maybe i misread/misunderstood

but if there is 10 tasks, and 5 reveals, then 5 tasks in and tasks are not done, and they have their reveals all done.. so the incentive put in to do the tasks is no longer there.

i think the idea of the % of success for sights going up would be good... but maybe this needs linking to how many players are in the game?

so... maximum 10 tasks.
you will have at least 3 sighs by 9 tasks done, and the 10th would give the rest... but playing with 7 would make 5 sights overpowered, so maybe max sights should only be 50% of the people in the game... so 15 players.. 7 people can be sighted... and 7 players.. 3 can be sighted. (which would take someone to 9 tasks most of the time anyway?)

@Anusien
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Anusien commented Jan 24, 2022

The player wouldn’t get all their reveals until tasks are done.

@k-electron
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For simplicity and better balance, the change I introduced in this PR caps the number of revelations to as many as there are tasks.

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