Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Scaling awards option


Recommended Posts

For endless missions a increment system of 25%-50%could help after each set of 4 rounds of interception, 20 waves of defense, 4 complete excavations, 4 defect squads rescued, 20 minutes survived, and so forth. Just like the Fissure missions each round has a increase. Endo, Credits, and the amount of Relics when awarded, upgrades with rank in them, Resources gained, and other awards can be included to surprise long term play throughs. By allowing these awards to be improved with a different design added to the game's award system, then more quality can be achieved.

Link to comment
Share on other sites

I think you may like this.

On 03/04/2018 at 5:00 AM, fluffysnowcap said:

...

The only scaling that has ever been implemented was back in update 19 and was a olive branch to the players that use to do a 4 hour run of a single T(1,2,3,4) Void Key.

The main arguments for scaling is for the secondary and tertiary rewards, the things we need a tone of like EndoPolymer Bundle and Plastids, or for the kuva itself to scale, hence the near consensus for one of two models.

1. Void fissure style scaling added to all endless missions. Example below.

  Reveal hidden contents

Reward Intervals

The reward intervals per mission type are as followed:

  • Defense: 5 waves
  • Interception: 1 round
  • Survival: 5 minutes
  • Excavation: 200 Cryotic

Bonuses per Interval

  • Every reward interval, you get a predetermined booster. These boosters stack the longer you stay and are capped at double.
  1. The first interval: 1.25x Affinity.
  2. The second interval: 1.25x Credits Booster. (affects credit cashes)
  3. The third interval: 1.25x Resources Booster. (effects missions resources IE, Kuva and Cryotic as well as rewards)
  4. The fourth interval: 1.25x Resource Drop Rate.
  5. The fifth interval: This one will be the largest change replacing the random Exceptional Relic With a planets appropriate rare resource (Affected by Resources Boosters)
  6. The sixth interval: 1.5x Affinity (replaces first).
  7. The seventh interval: 1.5x Credits (replaces second).
  8. The eighth interval: 1.5x Resources (replaces third).
  9. The ninth interval: 1.5x Resource Drop Rate (replaces fourth).
  10. The tenth interval: a planets appropriate rare resource (Same amount as the first time to prevent runaway scaling, Affected by Resources Boosters)
  • Boosters continue to increase every set of intervals and are capped at double (2x). After the nineteenthinterval, all boosters will have reached their cap.
  Reveal hidden contents

200 Kuva per Tower

  Reveal hidden contents

Kuva per minutes breakdown of this method (assuming 100% of life support towers become kuva and fifth interval gives 400 kuva) 


 0 to 15 minutes, 11 towers = 2200 Kuva 146.6 Kuva per minutes

 15 to 40minutes, 16 towers = 4500 Kuva 180 Kuva per minutes      | 0 to 40 minutes, 27 towers = 6700 Kuva 167.5 Kuva per minutes

 50 to 65 minutes, 17 towers = 5700 Kuva 228 Kuva per minutes     | 0 to 65 minutes, 44 towers = 12400 Kuva 190.7 Kuva per minutes

 65 to 90 minutes, 16 towers = 6300 Kuva 252 Kuva per minutes     | 0 to 90 minutes, 60 towers = 18700 Kuva 207.7 Kuva per minutes

 90 to 115 minutes, 17 towers = 7600 Kuva 304 Kuva per minutes   | 0 to 115 minutes, 77 towers = 26300 Kuva 228.6 Kuva per minutes

250 Kuva per Tower

  Reveal hidden contents

Kuva per minutes breakdown of this method (assuming 100% of life support towers become kuva and fifth interval gives 400 kuva) 


 0 to 15 minutes, 11 towers = 2750 Kuva 183.3 Kuva per minutes

 15 to 40minutes, 16 towers = 5500 Kuva 220 Kuva per minutes      | 0 to 40 minutes, 27 towers = 8250 Kuva 206.2 Kuva per minutes

 50 to 65 minutes, 17 towers = 6975 Kuva 279 Kuva per minutes     | 0 to 65 minutes, 44 towers = 15225 Kuva 234.2 Kuva per minutes

 65 to 90 minutes, 16 towers = 7700 Kuva 308 Kuva per minutes     | 0 to 90 minutes, 60 towers = 22925 Kuva 254.7 Kuva per minutes

 90 to 115 minutes, 17 towers = 9300 Kuva 372 Kuva per minutes   | 0 to 115 minutes, 77 towers = 32225 Kuva 280.2 Kuva per minutes

 

300 will surpass back to back Floods so i didn't crunch the numbers.

2. Increasing by a fixed amount per Life support tower, balanced so for the first 20 minutes is is between Kuva siphons and floods; however past 40 minutes it should have the greatest Kuva to time investment you can achieve them game. All scaling capping at 1 hour.

  Reveal hidden contents

Link to the source.

Current Kuva per minute.

Flood's 243.2, Siphon's 130.3 Kuva Suvival 128

Ideally Kuva Survival should give approximately 190 Kuva per minute for the first 20 minutes, and approximately 250 Kuva per minute for the first 40 minutes.

There are 13.3 Life support towers in 20 minutes That's one every 90 seconds, not including the one that spawns at the very beginning.

so we need scaling that works per tower to create an out come of 190 ish kuva per minute.

OH god i need to work out 14(X+(YxN))÷20=190  :sadcry: wish i remembered how to do Compound interest\integers

Examples. X is the Life support towers and Y is the scaling per tower

20 minutes

X=200 and Y=10   |   X=200 and Y=15   |   X=200 and Y=20  |   X=200 and Y=25  |

14(X+(YxN))÷20=   |   14(X+(YxN))÷20=   | 14(X+(YxN))÷20=   | 14(X+(YxN))÷20=     |

         185.3               |             218.75           |             231               |           253.75              | Kuva per minutes

         3710              |           4375             |            4620            |           5075              | Total Kuva

 

40 minutes

X=200 and Y=10   |   X=200 and Y=15   |   X=200 and Y=20  |   X=200 and Y=25  |

28(X+(YxN))÷20=   |   28(X+(YxN))÷20=   | 28(X+(YxN))÷20=   | 28(X+(YxN))÷20=     |

         234.5               |            281.75            |          320                  |            376.25             | Kuva per minutes

         9380             |            11270           |           12800           |           15050             | Total Kuva

  Reveal hidden contents

tJLdV6X.jpg

My personal opinion of the two possibilities is that Void fissure style scaling to all endless will be more fitting to the game as a whole. Compared to a fixed percentage or integer increase that will suffer from the possibility of runaway scaling, or initial rewards that are completely underwhelming.

 

I would be at a miss if i didn't include a flat buff to the kuva drops argument.

  Reveal hidden contents

examples in this tab are done under hypothetically perfect conditions

20 minute Runs Kuva per minute (14 life support towers)      |    optimal 7 minute Runs Kuva per minutes (5 life support towers)

                     Flat 200  =  2800   Kuva 140 Kuva per minute         |            Flat 200  =  1000   Kuva 142.8 Kuva per minute

                     Flat 225  =  3150   Kuva 157.5 Kuva per minute      |            Flat 225  =  1125   Kuva 160.7 Kuva per minute

                     Flat 250  =  3500   Kuva 175 Kuva per minute         |            Flat 250  =  1250   Kuva 178.5 Kuva per minute

                     Flat 275  =  3850   Kuva 192.5 Kuva per minute      |            Flat 275  =  1375   Kuva 196.4 Kuva per minute

                     Flat 300  =  4200   Kuva 210 Kuva per minute         |            Flat 300  =  1500   Kuva 214.2 Kuva per minute

additional notes "A flat increase would be the easiest one to balance but wouldn't encourage longer survival at all, and since i believe endless missions need a second pass and going long should be disproportionately rewarded to a certain extent, as come one the mission type is about going the extra mile"

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...