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[2 dismissals; Bin 6.12.l]Making Merchant 100% Probable to Spawn[Discussion?]


Fortport

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Posted

I wanted to talk about why, with regards to game balance, that the merchant has to be random. If it's because of guns, you could specify in their rules that they cannot trade weaponry without authorization from a head of staff. Not because of them sucking up to the staff, but just gun laws in general. The same goes for melee implements.


I don't mind it being more regulated, but merchants can really spice up a round with items that aren't lethal. It's so nice to have them around, and I wouldn't mind it all the time if it was balanced.

Posted

I don't agree with that. Sure that makes them special objectively, but regardless of whether or not you're there all the time you can still do something special. Because of what the merchant can do, I feel like they could always make the round unique. It's sort of good for the same reasons that quartermaster is, but less strict and also with content that's not on the station by default.

Posted

I too prefer Merchant to be a (relatively) rare occurrence. The kinds of items the Merchant brings into the round don't need to be a 100 percent, every single round kind of thing. It'd be like getting multiple guaranteed Unusual Crate rolls every round.

Posted

As others have said, the rarity makes it special. However, I have been trying to get merchant for something like 15 rounds now, and I. Just. Can't. I would support an increase in the chance. Maybe 30%.

Posted

If it had 100% probability to spawn people would lock in and compete to get it 100% of the time. That's definitely not something anyone wants to happen.

 

Okay, okay. You might be right. But it could just be more likely to get. And even if it was 100% possible, people compete for all the other jobs already. If it's randomized and completely possible every round, you at least get another shot. Why not have two merchants, or give them a bodyguard if it's such a sought-after role?


Two merchants, give the second guy who spawns a wad of cash that's half as much as the first one. A business partner? I don't know, this might not be the right approach. Could share the 5000 credits amongst themselves or get an even 2500 split if they're both there at round start.


Bodyguard lets you participate in roleplay with the merchant, and they're the one who gets the pistol but are sworn loyal to the merchant. They get the pistol instead.

Posted

Merchants were supossed to be something rare, that would not happen every round, in the same vein of the cargo warehouse, making them a regular job that will happens all the time will defeat most of the planning related to the role. RNG itself is not bad because it adds variety to those cases.


+1 dismissal

Posted

Merchants were supossed to be something rare, that would not happen every round, in the same vein of the cargo warehouse, making them a regular job that will happens all the time will defeat most of the planning related to the role. RNG itself is not bad because it adds variety to those cases.


+1 dismissal

 

Perhaps a compromise is in order, what if we followed in Goon's footsteps and made Merchant a 'job of the day', in which there is a 20% chance (the current Merchant probability for a round) that for the current day, the merchant job will be open all day, and an 80% chance that there will be no merchant for the day.


This will mean we see more merchants, but less often - kind of bridging the gap. Thoughts?

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