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Targeting Computer Rework Proposal

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#1 MechMaster059

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Posted 08 June 2022 - 11:55 PM

Let me first commend Piranha Games for creating this excellent game. Mech Warrior Online is a complex game with a wide variety of weapons, components, and mechs. It would be easy for imbalance issues to creep into such a complex game and greatly diminish it's enjoyment but as far as I can tell as a new player this is NOT the case. Everything is reasonably viable and has a place. This is quite an achievement. As a jaded gamer of many years I have grown tired of imbalances and design distortions prevalent in so many games and thus there are few that I play. A brief list of games that I've determined are NOT worth playing is provided at the bottom of this post if you're interested.

Mech Warrior Online doesn't have any such bad game play distortions but there is one oddity I've noticed:
8 slots, 8 tons... for a computer, +40% ballistic projectile speed... riiiiiggghttt.

I work in IT as a programmer. I know it's a lot to ask that new coding be done but if I can provide some motivation let me just say this:
The current implementation of Targeting Computers is the only obvious flaw in MWO. Fix that and all it will ever be going forward is balance tuning.

=====

Problems with the current implementation of TC's:
1. Anything beyond Mark II is too heavy and takes up too many slots to be used by Light Mechs. Even Mark II's are pushing it for Lights. It doesn't seem fair for 1 class of Mech to be practically shut out from using a component.
2. The massive slot and tonnage cost of higher marks means they must provide massive buffs to even begin to be viable. This manifests in absurd buffs like +40% ballistic projectile speed for the Mark VIII. Not sure how a Targeting Computer makes cannon shells fly THAT much faster.
3. They provide rather generic benefits that aren't well tuned to various builds. The consensus on the forum is that their best use case is extending the range of laser sniper builds and not much else.
4. The current implementation strains immersion by being so unrealistic in size/weight and some of the exaggerated buffs. It seems odd to equip a sophisticate Mech without a Targeting Computer of some sort.

Goals for a rework:
1. Make them usable by Light Mechs.
2. Make them viable for a wider range of builds.
3. Make them common.
4. Make them more realistic.

Point #1 means 8 slots and 8 tons will NEVER be viable.
Point #2 means giving boosts to various weapon categories like missiles, energy, ballistics, AMS, and sensors is a lot to pack into a single computer. A poster named Meep Meep proposed introducing multiple TYPES of Targeting Computers. I agree with this idea and think the current situation cannot be adequately resolved otherwise.
Point #3 means they cannot be too taxing in terms of opportunity cost vs more weapons or ammo and must give useful bonuses.
Point #4 means the progression from one Mark to the next increment up cannot be so costly as a whole additional slot and ton.

=====

Types, size, cost and placement of Targeting Computers:

Size and Weight:
Mark I - V (Mark VI and up removed)
All 1 slot. Weight starts at 0.5 tons and increments up by 0.25 tons per Mark. From 0.5 tons up to 1.5 tons.

5 Types:
General: Sensor boost, Zoom boost, global crit chance boost
Ballistic: Boosts for ballistic weapons (range, cooldown, jamming, speed, ...)
Energy: Boosts for energy weapons (range, heat, cooldown, ...)
Missile: Boosts for missile weapons (lock duration, range, speed, dodge(smallish % chance for AMS to whiff?), ...)
AMS: Boosts for AMS defenses (range, heat, damage, accuracy(counters dodge?), ...)

Comstar cost:
Mark I: 40,000
Mark II: 85,000
Mark III: 135,000
Mark IV: 190,000
Mark V: 250,000
(Possibly make Mark IV/V only available in rare supply caches)

New slot:
Current UI shows "Sensors" component in head occupies 2 slots. Reduce that to 1 slot to free up a new specialized Targeting Computer slot ONLY in the head.
1. ONLY a Targeting Computer can be placed in this slot.
2. Any kind of Targeting Computer can be placed in it.
3. This slot and ONLY this slot provides a -0.5 ton weight bonus to the TC placed in it. (It's considered to be built into the Mech rather than inserted into a modular bay)
This -weight bonus is necessary. It's the only way to insure Light Mechs can ALWAYS mount at least 1 TC. It's also necessary to reduce the "TC Tax" for every mech. This basically makes having a Mark I version of any TC free except for the Comstar cost.

Slot rules:
1. Any number of any type of TC's can be installed.
2. Only one TC per type of the highest Mark installed is active at a time.
3. Bonuses from different types all stack. (This doesn't actually mean much since each type will give totally different bonuses. There might be some commonality between the General TC and the specialized TC's, like crit bonus, that would stack.)

Sample builds:
1. A Catapult LRM boat has a Mark V Missile TC in the head slot and a Mark I General TC in each leg.
Total slots 3 - 1 free = 2, total weight (1.5 - 0.5) + (0.5) + (0.5) = 2 tons.
The bonuses of the Missile TC and one General TC would stack. The bonuses of the 2 General TC's would NOT stack with each other. There's 2 General TC's for redundancy in case one leg gets crit/destroyed, no other benefit.

2. A Piranha fully loaded with MICRO PULSE LASERS has a Mark III Energy TC in it's head.
Total slots 1 - 1 free = 0, total weight (1 - 0.5) = 0.5 ton.

3. A Shadow Hawk with an ER LARGE LASER, an MRM 20, a RAC5, and an AMS (my mech =D) has a Mark III General TC in the head, a Mark II Missile TC in the RT with the MRM, and a Mark II Ballistic TC in the LT with the RAC5.
Total slots 3 - 1 free = 2, total weight (1 - 0.5) + (0.75) + (0.75) = 2 tons.
(2 tons is enough of a tax that these TC's need to be worth sacrificing armor/ammo to mount)

=====

Sample stats:
(To the forum: please don't nitpick these numbers, they're just ideas, not something set in stone. Expert players could be consulted to come up with better balanced numbers.)

General TC: (from Mark I - V)
Zoom 1: 5%, 7.5%, 10%, 12.5%, 15%
Zoom 2: 10%, 15%, 20%, 25%, 30%
Adv. Zoom: 15%, 22.5%, 30%, 37.5%, 45%
Sensor Range: 3%, 4.5%, 6%, 7.5%, 9%
ECM Range: 3%, 4.5%, 6%, 7.5%, 9%
Targeting Gain Time: 15%, 22.5%, 30%, 37.5%, 45%
Crit Chance: (All weapons)
1.2%/0.6%/0.3% (I)
2.0%/1.0%/0.5% (II)
2.8%/1.4%/0.7% (III)
3.6%/1.8%/0.9% (IV)
4.4%/2.2%/1.1% (V)

Ballisic TC: (from Mark I - V)
AC, U/AC, LBX, Gauss Optimal Range: 3%, 4.5%, 6%, 7.5%, 9% (NOT Max range)
MG Max/Optimal Ranges: 6%, 9%, 12%, 15%, 18%
Projectile Speed: 3%, 4.5%, 6%, 7.5%, 9%
LBX Spread: -2%, -3%, -4%, -5%, -6%
U/AC Jam Duration, RAC Jam Ramp Down Duration: -4%, -6%, -8%, -10%, -12%
Ballistic crit chance:
0.6%/0.3%/0.1% (I)
1.2%/0.6%/0.2% (II)
1.8%/0.9%/0.3% (III)
2.4%/1.2%/0.4% (IV)
3.2%/1.5%/0.5% (V)

Energy TC: (from Mark I - V)
Pulse Laser Max/Optimal Ranges: 4%, 6%, 8%, 10%, 12%
Energy weapons except Pulse Lasers Max/Optimal Ranges: 3%, 4.5%, 6%, 7.5%, 9%
Laser, Pulse Laser Duration: -2%, -3%, -4%, -5%, -6%
Energy weapon Heat: -3%, -4.5%, -6%, -7.5%, -9%
All PPC projectile speeds: 3%, 4.5%, 6%, 7.5%, 9%
Energy crit chance:
0.6%/0.3%/0.1% (I)
1.2%/0.6%/0.2% (II)
1.8%/0.9%/0.3% (III)
2.4%/1.2%/0.4% (IV)
3.2%/1.5%/0.5% (V)

Missile TC: (from Mark I - V)
(These effects complement ARTEMIS and TAGs. They do not conflict or make one another obsolete.)
LRM, Rocket Minimum Range: -6%, -9%, -12%, -15%, -18%
LRM, ATM Dodge(?): 3%, 4.5%, 6%, 7.5%, 9% (chance for AMS to completely miss, this might be too much additional coding work)
LRM, ATM, STREAK Lock Hold Time: 0.2s, 0.3s, 0.4s, 0.5s, 0.6s
LRM, ATM, STREAK, Rockets Speed: 3%, 4.5%, 6%, 7.5%, 9%
MRM, SRM, STREAK, Rockets Spread: -2%, -3%, -4%, -5%, -6% (A poster said STREAKS don't have spread so not sure if this applies)
MRM, Rocket Range: 3%, 4.5%, 6%, 7.5%, 9%
SRM Range: 6%, 9%, 12%, 15%, 18%
Missile crit chance:
0.6%/0.3%/0.1% (I)
1.2%/0.6%/0.2% (II)
1.8%/0.9%/0.3% (III)
2.4%/1.2%/0.4% (IV)
3.2%/1.5%/0.5% (V)

AMS TC: (from Mark I - V)
AMS, Laser AMS Accuracy(?): 2%, 3%, 4%, 5%, 6% (cancels out "dodge" provided by Missile TC's, may be too much additional coding work)
AMS, Laser AMS Damage: 6%, 9%, 12%, 15%, 18% (I don't know much about how AMS works but the point here is to save ammo for regular AMS)
Laser AMS Heat: -6%, -9%, -12%, -15%, -18%
AMS, Laser AMS Range: 6%, 9%, 12%, 15, 18%

=====

Games not worth playing:

Stellaris:
Draconian influence mechanics that constrain your ability to expand based not on resources or exploration, but rather this artificial and scarce "influence" political resource instead. A navy requires wayyyy too many "alloys" to construct for their given offensive power. Optimal strategy vs computer is to out-expand and build starbases rather than a navy that fights. Very boring.

World of Warships:
Tier X Destroyers are invisible beyond 7.0 km. Guess what happens if you're the lone Tier IX/X Battleship left on your team near the end of a skirmish facing off against a Tier IX/X Destroyer? You lose. It's HORRIBLY imbalanced. You literally cannot see them. There is no consumable a Battleship can equip to reveal Destroyers. All you can see is torpedo salvoes periodically appearing out of nowhere and you eventually get hit and die. The idiots on the WoW forums consider this "normal" and anyone who thinks otherwise needs to "learn to play". I was literally told I needed to spend SEVERAL HUNDRED more hours playing before I'm allowed to have an opinion on the matter even though I grinded my way up to Tier IX/X. No thanks.

Tropico 4:
If pollution gets too bad a tornado appears that destroys your town. It's easy for pollution to get bad. A tornado appeared before I even built a power plant. You can't disable the tornado in solo play. This was a known issue of the game in the Steam reviews.

Tropico 6:
Various factions frequently pester you with annoying and arbitrary requests that in no way help you win the scenario. You take significant popularity hits with those factions if you don't do what they ask. (I had the religious faction ask me to build a Rubber plantation just because.)

Northgard:
Draconian "happiness" mechanics cripple your village if it even briefly goes negative. Brewers are overhead in a game with VERY scarce resources. Happiness cannot be stored like food, wood, or money. Won the 1st Stag clan conquest on the 1st try. Couldn't win the 1st Bear clan conquest after over 25 tries. Tried everything. Opposing Horse clan has unfair advantages. I'm out.

Edited by MechMaster059, 09 June 2022 - 12:50 AM.


#2 cazeral

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Posted 09 June 2022 - 12:04 AM

OK.

I can see that you've put a decent amount of thought into this, nice one!

Practically, never going to work.

Any changes need to be minimal regarding coding, wouldn't further imbalance what work has been done (even if it is a mash-up). A lot of the TC suggestions are already in place and now more accessible with the new skill trees. The aspect of boosting lights even further would require a full overhaul across every mech and weight so as not to imbalance things further.

Please, however, put forward more suggestions, it is always good to see new ideas from a different source, so thank you for taking the time to post.

#3 w0qj

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Posted 09 June 2022 - 01:18 AM

Incremental increase (and my idea of diminishing returns) is a great idea, and I've never understood why MWO never implemented this. Ghost Heat was implemented after the face, like hitting one's head with the proverbial hammer once an artificially defined maximum number of boated weapons...
~IS: max 1xAC20
~Clan: max 2xAC20
~IS: max 3xLPL
~Clan: max 2xLPL
etc. etc.

I'm all for incremental increase in damage for boating (Dire Wolf 8xUAC as an extreme example), rather than straight line increase in damage. Same idea as your Targeting Computer.

#4 caravann

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Posted 09 June 2022 - 01:23 AM

This is why I dislike range increase for missiles because rockets spread and with increased range the rockets spread even further. It give no advantage to gain range on rockets. The delay on hitting the target make it impractical.

The energy version is superior since all I have to do is making the heat bar go up to 80% with each attack to gain back the tonnage and can finalize the alpha strike with superior heat management than adding heatsinks. This is done with black lanner killing assaults with alpha strikes of 70 with heavy medium lasers driving at 140kph in a medium mech.


#5 Kanil

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Posted 09 June 2022 - 01:31 PM

As noted, this is way too much coding to ever happen at this point in the game's lifetime... but putting that aside.

I don't really like the idea of having multiple TCs for each of the three weapon types. It seems like it wouldn't meaningfully affect the one weapon type builds which are the dominant type, while inconveniencing mixed builds, which with a few exceptions, are not really that great. Admittedly a loss of 1.5 tons isn't going to make them too much worse, but why nerf the underperformers?

We pretty much went over this when PGI came out with the original skill tree that had entirely separate laser/ballistic/missile trees, before PGI switched to general purpose skills.

Edited by Kanil, 09 June 2022 - 01:32 PM.


#6 Meep Meep

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Posted 09 June 2022 - 01:55 PM

View Postcaravann, on 09 June 2022 - 01:23 AM, said:

This is done with black lanner killing assaults with alpha strikes of 70 with heavy medium lasers driving at 140kph in a medium mech.


Thanks for reminding me of this. Been meaning to try it out but forgot.

#7 Felbombling

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Posted 09 June 2022 - 03:48 PM

Nice OP.

My take is as follows to make things simple for PGI and the players to understand...

1. Treat a Targeting Computer slot like an ECM slot is now. It is its own thing and sought after by the players.
2. The size and weight are directly tied to the tonnage of weapons to which it is slaved. Same as the rules TT.
3. Make the stats standardized for the thing, so that it is worthwhile taking, regardless of tonnage involved.

Voila... in the Mech Lab, if a Targeting Computer is selected and mounted, it fluctuates in bulk and tonnage as weapons it can be slaved to are added or subtracted to the chassis, in real time. EZPZ.

#8 MechMaster059

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Posted 09 June 2022 - 05:41 PM

"As noted, this is way too much coding to ever happen at this point in the game's lifetime..."

This is a very defeatist and lousy attitude to have and gets so boring to see on game forums. "Ya bro, your proposal sounds great but it's too much work even though they have programmers on staff who's job it is to make such changes. Let's just leave TC's weighing 8 tons and go smoke some weed."

Perhaps as a programmer I can be of some assistance here. Programming this would be a lot easier than many of you think.

The infrastructure is already there for everything I listed in the Skill tree or existing TC's with missile "dodge" and AMS "accuracy" being possible exceptions.

Targeting Computer objects already exist in the code. The proposed changes to general targeting computers actually REMOVE stats and SIMPLIFY their existing functionality. Removing beam range and ballistic projectile speed, removing TC's VI - VIII, and changing their slot and tonnage values is something that could literally be done in 1 day.

The next step is to make the new specialized TC objects that are clones of the exiting TC objects except use the objects being referenced by the skill tree for the various weapon types instead of what's being referenced by the existing TC's. Adding a new custom slot to the head requires minor changes to the UI and a simple logic test to see if the component the player wants to install there is some kind of TC object. Not hard.

Logic code would need to be added to check for the highest mark of various installed TC types, etc. None of this stuff is rocket science to a professional coder and is broiler plate work.

The only thing I proposed that could possibly create a hassle is if there is no existing infrastructure or implementation of the concept of missiles dodging AMS shots. My understanding is that AMS always hits. Adding dodge/accuracy would potentially mean creating new objects and complicating the existing AMS code that elevates the risk of introducing new bugs and would require a testing iteration. If it's too much, "dodge" and "accuracy" could be left off the 1st iteration of a TC rework and could be something to make the goal of implementing in a 2nd iteration.

If I had to estimate, I believe they could have all the coding changes (except for dodge/accuracy) done and tested in less than 3 months. (Probably 4x 2 week sprints which is 2 months + 1 more month for slack and extra testing) Really not a big deal and then the game reaches a state where it HAS NO MAJOR FLAWS. Do you have any idea how rare an occurrence that is in gaming?

#9 JC Daxion

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Posted 09 June 2022 - 08:51 PM

View PostMechMaster059, on 08 June 2022 - 11:55 PM, said:


Tropico 4:
If pollution gets too bad a tornado appears that destroys your town. It's easy for pollution to get bad. A tornado appeared before I even built a power plant. You can't disable the tornado in solo play. This was a known issue of the game in the Steam reviews.



What on earth are you talking about? For one you can disable them in the sandbox, but in the campaign they are scripted triggers them, Outside of the triggers they are completely random events. There is zero relation between pollution and weather in the code unless someone modded it because T4 had no connection to global warming and pollution. Out side of that pollution is super easy to handle in T4 with the garbage dump and policies, T1 and T3 it was a lot harder,, But t4 you can run full on industrial island with nothing but mining and high polluting industry and still not have a have a drop of pollution. Factions do want you to do stuff for them, it's part of keeping them happy. As for that rubber plant, maybe the church wanted to hand out hand out condoms because you hadn't enacted Birth-control Ban.


But on to the actual topic, People do use higher level targeting computers in some specific builds, others just drop a T1 in because there isn't anything better to do with 1 ton and 1 slot so it gets a TC or a CAP. It's not a highly used item but it does have it's place here and there.

If they did do something with TC's i'd rather them actually be a TC and help you with aiming.. Not an instant know where to fire kinda thing, but something that would help players know when they are on target for example leading with ballistics. Hover over the target like a target lock and a circle could slowly close helping you find the right place to aim. Anyone that knows how to play could do it much faster,, but slower folks or worse aim it would help direct them into the right spot to hit the target.. (it would take a few seconds to get that sweetspot to glow.. think pixel hunting and finally when you get to the prime spot the reticule would glow gold or something. ) So the player would still have to move the mouse, get the aim, hold the aim, it would be an extra que to help is all.

that is what i would do with TC's

Edited by JC Daxion, 09 June 2022 - 08:52 PM.


#10 MechMaster059

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Posted 09 June 2022 - 10:11 PM

View PostJC Daxion, on 09 June 2022 - 08:51 PM, said:

For one you can disable them in the sandbox

There is zero relation between pollution and weather in the code

Out side of that pollution is super easy to handle in T4 with the garbage dump and policies

I was playing the campaign so tornado's can't be disabled. I was surprised by how soon it showed up. My town was pretty small.

https://steamcommuni...41859014400602/
Read the 6th reply by "Simon" to this thread on Steam. I know it's some random guy, he could be wrong, but he seems to know what he's talking about:

"As you noticed they are *not* random. It's a clever part of the scripting of the game! You will have to look at what environmentally damaging activities you have and think about implementing a more environmentally sustainable economy or policies to counter it."

Once I saw a tornado meandering around my little town destroying buildings, not going away, not moving in a line, zig-zagging around destroying as much as possible, I thought to myself "So this is what the reviewers were talking about... what a stupid game." and I uninstalled. I didn't care about figuring out how to use garbage dumps after that.

View PostJC Daxion, on 09 June 2022 - 08:51 PM, said:

Factions do want you to do stuff for them, it's part of keeping them happy. As for that rubber plant, maybe the church wanted to hand out hand out condoms because you hadn't enacted Birth-control Ban.

A glib rationalization of bad game design. It wasn't just the religious faction in Tropico 6. It was also Communists asking me to build an Embassy, then giving me additional side tasks of hiring certain ministers, setting up additional businesses, etc. This all gets expensive REAL FAST and has ZERO to do with achieving the goals of the scenario, they're a VERY annoying distraction from winning the scenario and you can't keep ignoring them because you take a faction hit every time.

There's other issues with the game. Promising to raise the average job standard to 56 in a political speech even though early and mid-game buildings all have job ratings ranging from 20-50 making achieving 56 nearly impossible except for a very established town with many high-end college educated jobs with ratings in the 70s and 80s. This is when I uninstalled.

View PostJC Daxion, on 09 June 2022 - 08:51 PM, said:

People do use higher level targeting computers in some specific builds

It's not a highly used item but it does have it's place here and there.

Yes, this is the problem. It's not something to be accepted. It's not something to be considered "normal" just because TC's have been niche garbage for so long. It's a FLAW and the game would be better if they were reworked.

View PostJC Daxion, on 09 June 2022 - 08:51 PM, said:

If they did do something with TC's i'd rather them actually be a TC and help you with aiming..

This is an interesting idea. It would be nice if there was some kind of visual cue to let you know when your targeting reticle is over an enemy mech.

Unfortunately what you're asking would require significant coding work. What's proposed here leverages infrastructure already in the game thus making it much easier to implement.

#11 Meep Meep

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Posted 10 June 2022 - 01:09 PM

View PostMeep Meep, on 09 June 2022 - 01:55 PM, said:

Quote

caravann, on 09 June 2022 - 05:23 AM, said:

This is done with black lanner killing assaults with alpha strikes of 70 with heavy medium lasers driving at 140kph in a medium mech.



Thanks for reminding me of this. Been meaning to try it out but forgot.


Meh. Waaaay to hot for a double tap of 70 laser damage. You get your alpha out then have to wait forever for the bar to cool down even with max coolrun and heat management. Maybe in a lance where you can combine it with others alpha but not as a solo hunter.

This is performing very very good. 153kph and good heat management with a nice 500 optimal on the lasers and 320 optimal on the lmg. Excellent skirmisher.

Black Stabber

I tried a tc1 in it and no point really. 516 optimal on the lasers then which isn't doing much. So yeah buff tc. Posted Image

#12 JC Daxion

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Posted 11 June 2022 - 03:55 AM

View PostMechMaster059, on 09 June 2022 - 10:11 PM, said:

I was playing the campaign so tornado's can't be disabled. I was surprised by how soon it showed up. My town was pretty small.

https://steamcommuni...41859014400602/
Read the 6th reply by "Simon" to this thread on Steam. I know it's some random guy, he could be wrong, but he seems to know what he's talking about:

"As you noticed they are *not* random. It's a clever part of the scripting of the game! You will have to look at what environmentally damaging activities you have and think about implementing a more environmentally sustainable economy or policies to counter it."

Once I saw a tornado meandering around my little town destroying buildings, not going away, not moving in a line, zig-zagging around destroying as much as possible, I thought to myself "So this is what the reviewers were talking about... what a stupid game." and I uninstalled. I didn't care about figuring out how to use garbage dumps after that.


A glib rationalization of bad game design. It wasn't just the religious faction in Tropico 6. It was also Communists asking me to build an Embassy, then giving me additional side tasks of hiring certain ministers, setting up additional businesses, etc. This all gets expensive REAL FAST and has ZERO to do with achieving the goals of the scenario, they're a VERY annoying distraction from winning the scenario and you can't keep ignoring them because you take a faction hit every time.

There's other issues with the game. Promising to raise the average job standard to 56 in a political speech even though early and mid-game buildings all have job ratings ranging from 20-50 making achieving 56 nearly impossible except for a very established town with many high-end college educated jobs with ratings in the 70s and 80s. This is when I uninstalled.





No, he does not know what he is talking about.. It sounds more like confirmation bias than anything else. In t1-4 there is Zero connection to what you build, the state of your island or anything else to how weather and natural disasters effect you. they are all triggers in the single player game, the sandbox they are completely random and the rate is a setting in options.

As for the quests you can choose not to take them if you don't think you can or want to do the task. the quests change as time goes on so you don't have to do a single one that you don't want. They are ways to get boosts outside if you find one you want to do, you grab it, if not you skip it. It's really not that hard. There is a huge varreity because people build different style islands, Focus on tourist, industry, farming ect and the focuses in those subsets. Like your speech, you promised something you couldn't deliver and it hurt you. Next time don't do that.

i dunno what your issue with pollution is though, you trigger the No littering policy, then drop a garbage dump and your issue is solved before it even starts. T4 was the easiest of the earlier tropico games so i'm not sure what issues your having.. But if you really want help you should try the topico forums. .

#13 MechMaster059

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Posted 11 June 2022 - 04:54 AM

View PostJC Daxion, on 11 June 2022 - 03:55 AM, said:

No, he does not know what he is talking about.

Really now. He sure seems certain. Not sure why you're so certain you're right.

Let me reiterate the 1st replay from the thread I linked:

"Tornados are the only thing that ruins the game. They should be changed or removed. Yes torndos always will go there where your buildings are, it will never hit a forest or an empty field. Always ALWAYS your buildings."

-- Kosmozuikis

Well said.

View PostJC Daxion, on 11 June 2022 - 03:55 AM, said:

As for the quests you can choose not to take them if you don't think you can or want to do the task.

There is a -5 faction hit for rejecting the task. If you don't get reelected you lose the game. The requests are totally random and out of the blue. The religious faction wants you to build a rubber planation. Communists wanting you to build a Cigar Factory and on and on. No, I don't want to build a rubber plantation or a Cigar Factory. I'm trying to maximize candy production to win the Chocolate Factory scenario thank you.

They're not rare. There is a steady stream of them as you play. It's annoying as hell.

View PostJC Daxion, on 11 June 2022 - 03:55 AM, said:

Like your speech, you promised something you couldn't deliver and it hurt you. Next time don't do that.

I did nothing overtly wrong with how I progressed my town. Plantations have a base job quality of 30. I cannot generate money if I don't have crops and items based upon crops to transport at the dock. Many other buildings have a base job satisfaction of 40, some even 20. This is well below the average of 56 I was required to achieve. (Yes I tried cranking up the upkeep slider to improve job quality. I could reach 52 but not 56)

When it dawned on me it was impossible to meet the promise I thought to myself: "Don't ever use this election speech functionality again to try and help win an election. If your approval is reasonably high just do nothing."

I uninstalled before finding out what happens if you don't keep an election promise.

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This conversation is becoming a distraction from the main post here so this will be my last reply talking about Tropico.

#14 Ekson Valdez

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Posted 26 June 2022 - 10:01 PM



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