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ASRS Supply Pools -- Crates Carryover and MessTech supply #5018
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So it seems floor() exists on 515 but not 514 ? Huhhh ? Anyway |
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Looks good.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
About the pull request
Code refactor aside this has two main effects:
floor(sqrt(xenos/3))
which is rough as for example once the Xeno count goes below 27 you immediately go from 3 crates awarded to 2. To provide a more consistent and reliable supply flow, it's no longer floored - instead the decimal part carries over. To make up for this, the divider factor of 3 got increasded to 4, reducing available supply by effectively around 15%. It is still expected to be an overall supply buff and could be increased.Current supply "curve":
overall supply curve with changes:
And the relative effect of both changes to flooring and factor per Xeno count vs current:
Explain why it's good for the game
As explained above this aims to fix two main issues.
The first is lack of supply for shipside roles, you have to budget them which many Reqs won't do - now they can get some supplies regardless. More can still be ordered as needed. In both cases this is additional player interaction shipside.
The second is the amount of ASRS crates being highly variable and dropping off suddenly. Carrying over "partial" crates should give a more consistent supply flow.
Testing Photographs and Procedure
Alternate food pool spawning in in parallel - here with boosted frequency for testing
Changelog
🆑
add: Introduced ASRS supply pools. As proof of concept, ASRS now spawns a crate of food ingredients every 30 minutes, in addition to regular gear.
balance: ASRS now keeps track of partial crates awarded. This means if you should receive 2.5 then 2.5 crates, you now get 2 then 3, rather than 2 and 2. This is intended to result in smoother, more reliable transitions and scaling with varying amount of Xenos on map.
balance: Amount of ASRS crates awarded was reduced by about 15.5% to make up for crates carrying over. Overall this should result in an about 5-10% reduction in highpop crates, and ~10% increase in lowpop. Pop being based on xeno count.
code: Refactored part of ASRS supply code to be less of a painful, antique artifact.
fix: Fixed incorrect weighting in the ASRS supply code, effects on crate distributions are unknown.
fix: Fixed HPR ammo ASRS packs failing to spawn and ending up as MK1s instead.
fix: Fixed ASRS order numbers not increasing the order IDs... This whole time..
/:cl: