Search found 5 matches

by capsizedpirate
Sun Feb 23, 2020 6:18 pm
Forum: Ideas and Suggestions
Topic: Crafting Time Variance
Replies: 15
Views: 4911

Re: Crafting Time Variance


Half/Half doesn't work out statistically after i thinking about it.


Agreed, I was running some simulations in excel using the logistic curve and you can clamp the distribution and use a bias (ie. [-0.1+bias, 0.1+bias]) to steer the effect in a positive/negative way.
After 20 iterations, even ...
by capsizedpirate
Sun Feb 23, 2020 4:32 pm
Forum: Ideas and Suggestions
Topic: Crafting Time Variance
Replies: 15
Views: 4911

Re: Crafting Time Variance


If you just want someone to punch you into the face you can get the same effect by giving every recipe a chance to fail completely. Which is actually something that the engine can do right now. I.e. copper wires recipe with half cost but only 50% chance to produce.


Please tell me more... my ...
by capsizedpirate
Sun Feb 23, 2020 2:33 pm
Forum: Ideas and Suggestions
Topic: Crafting Time Variance
Replies: 15
Views: 4911

Re: Crafting Time Variance


Belts are buffers. Spaghetti factories have lots of belts. So the opposite of that would happen.


But that's under the assumption that their performance characteristics are static; could be compounding over time leading to disparities between upper tier recipe input availability.
Just because ...
by capsizedpirate
Sun Feb 23, 2020 6:24 am
Forum: Ideas and Suggestions
Topic: Crafting Time Variance
Replies: 15
Views: 4911

Re: Crafting Time Variance

That might be true late to end game when you're already scaled to the point where resource inefficiencies are irrelevant at the micro scale; especially if you've already had the foresight (or at least good practices) to build in balances and buffers to compensate.

But I think during early to mid ...
by capsizedpirate
Sat Feb 22, 2020 2:29 am
Forum: Ideas and Suggestions
Topic: Crafting Time Variance
Replies: 15
Views: 4911

Re: Crafting Time Variance

Maybe not for every single action, but there could be some static distribution of modifiers and then the entity would be assigned one on creation.
I would be happy if each machine had a distinct efficiency characteristic and this was static throughout the lifetime of the entity.

Lol you'd have to ...

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