vgstation13
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[Feature Request] Effects for good or bad luck.
Luck as it is currently implemented only affects gambling and a few minor things, but it could be so much more. @Hinaichigo Bad luck could have mostly harmless but annoying effects to reinforce the idea of having bad luck. Stuff that'd make you say "Today's not my day!". Stuff like:
- Airlocks not reading your ID for a few moments.
- Magboots failing for an instant randomly.
- Welder suddenly drops all its fuel on the floor.
- Screwdriver breaks in your hand.
- Suddenly slipping and falling due to your shoelaces untying.
- Jumpsuit trapped on an airlock, pulling it out (You drop the jumpsuit).
- Choking on a pill.
- Pen runs out of ink.
- PDA crashes and restarts (unusable for a minute).
- Spill your drink on you.
- Vending machine eats your money and doesn't sell.
- Assemblies fail sometimes.
Good luck could have beneficial effects like:
- Finding a coin under a couch or bed.
- Food lasting longer than expected.
- Vending machines not taking your money and dispensing anyway.
- Resisting a slip.
- Better odds on tackle rolls.
- Finding a floorpill under a couch or bed.
- Better gains on exercise machines.
- Not getting shocked when cutting a live wire.
- Rerolling budget insulos so they protect better if worn by a lucky person.
- Suit sensors maxing on death.
- Better odds on ghetto surgery.
- The last bite on french fries being extra crispy (fluff).
- Play the special "ACCESS DENIED" sound effect when touching a door you don't have access to.
[featurerequest]
Finding a coin under a couch or bed. Pen runs out of ink.
These are my favorite ones of these.
It's actually pretty straightforward to have luck affect things like these. Generally you'd have to use:
M.lucky_prob(33, luckfactor, maxskew)
in place of:
prob(33)
One side note is that for hyper-rare events, maxskew should be less than the default 50 (can be 49.9, etc.) if you want to keep the luck-curve from saturating (like was happening with the scratchcard jackpots initially).
>powergaming luck gives you innate noslips "No!"
I also don't necessarily like the idea of it affecting combat RNG and stuff directly. But stuff like making someone slip and accidentally stab themselves with scissors, etc. seems more fun.
I'm spitballing ideas here. I just want luck to be a more present mechanic. As it is currently, luck is essentially gated to botanists and clowns/mimes (clovers and rabbit feet respectively), and most effects are money related. I want to curse people with sneaky zero leaf clovers and see them zap themselves with static when touching a fork, turn on the lights only for them to break, cut themselves when cutting food with a knife and accidentally stab a nerve when injecting medicine (pain!).
how about d20s?
how about d20s?
Better odds at getting higher numbers. Could apply to regular dice and the benoarch ones.