Yes, shouldn`t this be the objective of any gamer, unlocking the content, exploring the game? And i do like building bots, that`s why i already spent so much time doing this, but i don`t like doing ONLY this all day long, and especially i don`t like being FORCED to do so. All i`m saying is to give people an option, to apply the bot value part or not. Would it be so hard to make the "default" button use dev`s formula and the "suggested" button use your formula?
Yeah, i don`t have a problem with this and yes, i do like more variety, always. I was just surprised because as i said, i NEVER saw anyone else be the top earner before, in more than 100 days, even if you say that positions also swap in vanilla SJx. But maybe adjust the random range to 90-110%, to more accurately reflect their value in the incomes they generate? I dunno, seeing how a bot generates more income than another one that is more than double it`s value just doesn`t sit right with me. I just find this to be illogical. If they were of approximate same value, yeah, of course, they would have approximate same incomes and they could easily have good/bad days and switch places in top earner. But when they are an order of magnitude apart in value, i don`t understand how they can have approximate same income. It`s just not logical. Especially since their income is directly tied to their value. If their income would be dictated by their traits/personality/skills only, that would be a whole other situation.
Also, an important question on this topic. Is the income calculated before or after adding the value a shell adds to a bot?
Hey, i understand completely what you are saying, and i agree. Like i said, i have no problem reducing the bot value, i am a true gamer and i don`t like to use cheats, and selling just one superbot with this values would be like cheating. I like to work towards a goal and achieve it through work, skill and dedication, not cheating, so i understand your position perfectly. Fortunately, you already said that you have lowered the bots values without impacting their income, that`s what i actually want. I did not play anymore since i posted those 2 pics of the income with the default and suggested settings, but after this post i`ll resume playing and check for myself.
But i have one more little issue: You said that having more variety in attitude/traits/personality adds income. I only partially agree with how you implemented this. Why would i ever want to send an insidious inflexible gardener or a devious aggressive doctor or a rebellious frigid politician work in a brothel? I think you should use for this income multiplier only the attitudes/traits/personalities that are actually related to working in a brothel.
I'll try to keep this short.
- Shells add to the total value of the bot, and are included in the total value calculation.
- 'Less desirable' personalities have a smaller or negative effect on total bot value. So while you may get an 'adder' for having a 'less ideal' personality in the arcade, the negative bot value adjustment may negate/wipe out the 'variety' personality income boost. Of course, other bots also benefit from the multiple traits/personalities, but the trait combo' nympho/perverted/pet' has a pretty big impact on total bot value, which as I said may offset overall earnings boost from multiple traits. Same for attitudes and personalities
- As for the income spreads, yeah vanilla SJx gets pretty weird with higher value bots, see my short analysis a few posts above. As to how I'm handling it, as I noted higher value bots will generally earn more each night than lower bots, on average overall.
Here's this 'summary' again:
125,000 cr - 2354 cr arcade baseline
250,000 cr - 2500 cr arcade baseline
500,000 cr - 2707 cr arcade baseline
1,000,000 cr - 3000 cr arcade baseline
5,000,000 cr - 4236 cr arcade baseline
10,000,000 cr - 5,162 cr arcade baseline
50,000,000 cr - 9,000 cr arcade baseline
This is essentially trying to accomplish the same thing as the formula in Vanilla SJx, i.e. giving lesser value bots a chance but with higher value bots still earning more on average, without arcade earnings getting too out of control. Even with this 'tightened' value spread (due to lower max values for high end bots), arcade earnings can still be 'very similar to before' as I noted.
Lower value bots earning comparatively more in the early game is important, as there's a lot of ship upgrades to buy in the early game.
BTW, the 'baseline value' gets multiplied by 8-12x (random) and by the 'Total Variety bonus' in play, say 1.5x as an example, plus add in the 5x Arcade Income adjustment (mod slider max) equals 60-90x total in this example. So with a $10m/8,162 cr base value (+50k offset slider) ends up around $612,000 each night on average.
* note that I will be increasing the 'arcade multiplier' max to 10x in the next mod update, working on something else atm, so that $612k average would double to 1.25m if slider is maxed at 10x.
Also, on a 'role playing aspect' note, remember that arcade customers only have so much to spend, so having 'takes' flatten out towards the high end makes sense. They may stretch their budgets a bit for a 'really hot' bot vs. a 'rather cute' bot, but perhaps not by orders of magnitude.
Note that I personally feel this should be lower as well/$6m per night is too high for my tastes, but then that's what the 'difficulty/income' sliders are for. To each their own.
That's it in a nutshell. Some birdie convinced me to adapt the 'cheat' mod for my SJx mod, easy peasy, but of course now I'm tweaking things in someone else's mod to make it a bit prettier...