Reverts station trait costs, adds general budget #460
Merged
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Strait trait costs: Good in theory, but fails in practice.
While in theory this allows for more rare traits to shine by leaving behind some "budget" to purchase more impactful traits along side smaller ones, in practice this means the less impactful traits (already regulated by higher weights) become soft-guaranteed to roll: as they effectively combine their weights into one.
When you have a budget of
1
, and you roll a trait that costs0.3
, you are left with0.7
. Now you can't buy any traits that cost1
, but we still want to spend the rest of the budget, so we are now guaranteed to buy a bunch of things that cost0.5
or0.3
. This sucks in practice.So I reverted it. All traits are
1
cost.But I didn't revert it to how the system used to be. In the past, it would roll 3 numbers for
num positive
,num neutral
andnum negative
.Instead, we just roll 1 big pool and then randomly pick from either positive, neutral, or negative, as we attempt to fill out or budget.
Why am I doing this? I think it will result in more "dynamic" rounds than when it used to be. While in the past most rounds felt rather standard: You get something positive, something negative, and something neutral. Instead now, in some rounds you will feel blessed, and be given many positives, and in some rounds you will feel cursed, and be given many negatives. Or you will get the standard balanced result. Or who knows!
Also remember this is config so it can be easily easily tweaked