Assumptions:
OK, so 7 faction system... let's say it's something like
Faction A: 50% (50 points)
Faction B: 10% (10 points)
Faction C: 10% (10 points)
Faction D: 10% (10 points)
Faction E: 10% (10 points)
Faction F: 5% (5 points)
Faction G: 5% (5 points)
Total: 100 points
So you run a mission for, let's say five points, twice, for each faction. This looks like:
Faction A: 60 points
Faction B: 10 points
Faction C: 20 points
Faction D: 20 points
Faction E: 20 points
Faction F: 15 points
Faction G: 15 points
Total: 160 points
Normalising back to 100 points at the tick, we get:
Faction A:31.25 37.5%
Faction B: 6.25%
Faction C: 12.5%
Faction D: 12.5%
Faction E: 12.5%
Faction F: 9.375%
Faction G: 9.375%
So yeah, Faction A gets wrecked, Faction B is hurt for far less than A is hurt for, all other factions experience an uptick.... noting this is probably reflective of a low population system.
This wouldn't change for Faction B if it was all for one faction, as the normalisation of 10 points would still be against a pool of 160, though whether there's hidden modifiers for diminishing returns (a-la trading) or not for excess missions for one faction... that's the only thing that could make a difference.
@Ian Doncaster , you'd think if negative influence actions were that much of a problem, they'd do it as an inverse bucket... so instead of doing say, -10 points against a 10% influence faction per above in a positive bucket situation, which would result in a quick trip to 1% town, they could represent 10% influence as -90% influence for the purposes of a negative influence bucket... taking the above initial state and doing -10 would result in -100 and a total pool of -110, so the outcome would be a new influence of 9.1%, rather than 1%.
Then at least the idea of a criminal mission board and an antagonistic career path could become a reality.
Edit: of note, the concept of "diminishing returns" comes up entirely from the normalisation process. Nothing actually "returns less effect the more you do it", rather, the pool of actions grows larger. That said, there are (apparently) some effects that diminish things like 1t trading, but don't completely invalidate 100 players trading 5t each as equivalent to a single player trading 500t in one go.
- No conflicts possible with the equalized factions
- 100 points in the "pool" for this system, for simplicity
- Faction B is the target faction
OK, so 7 faction system... let's say it's something like
Faction A: 50% (50 points)
Faction B: 10% (10 points)
Faction C: 10% (10 points)
Faction D: 10% (10 points)
Faction E: 10% (10 points)
Faction F: 5% (5 points)
Faction G: 5% (5 points)
Total: 100 points
So you run a mission for, let's say five points, twice, for each faction. This looks like:
Faction A: 60 points
Faction B: 10 points
Faction C: 20 points
Faction D: 20 points
Faction E: 20 points
Faction F: 15 points
Faction G: 15 points
Total: 160 points
Normalising back to 100 points at the tick, we get:
Faction A:
Faction B: 6.25%
Faction C: 12.5%
Faction D: 12.5%
Faction E: 12.5%
Faction F: 9.375%
Faction G: 9.375%
So yeah, Faction A gets wrecked, Faction B is hurt for far less than A is hurt for, all other factions experience an uptick.... noting this is probably reflective of a low population system.
This wouldn't change for Faction B if it was all for one faction, as the normalisation of 10 points would still be against a pool of 160, though whether there's hidden modifiers for diminishing returns (a-la trading) or not for excess missions for one faction... that's the only thing that could make a difference.
@Ian Doncaster , you'd think if negative influence actions were that much of a problem, they'd do it as an inverse bucket... so instead of doing say, -10 points against a 10% influence faction per above in a positive bucket situation, which would result in a quick trip to 1% town, they could represent 10% influence as -90% influence for the purposes of a negative influence bucket... taking the above initial state and doing -10 would result in -100 and a total pool of -110, so the outcome would be a new influence of 9.1%, rather than 1%.
Then at least the idea of a criminal mission board and an antagonistic career path could become a reality.
Edit: of note, the concept of "diminishing returns" comes up entirely from the normalisation process. Nothing actually "returns less effect the more you do it", rather, the pool of actions grows larger. That said, there are (apparently) some effects that diminish things like 1t trading, but don't completely invalidate 100 players trading 5t each as equivalent to a single player trading 500t in one go.
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