OK, a quick followup on Mercy's current role in SU ReImagined, and the Threat Level system...
So I've implmented the beginnings of a threat level system...
Right now successful heists add 50 to threat level, unsuccessful ones 25, successful captures add 40, unsuccessful capture attempts add 20.
Each night, threat is then reduced by 20 points plus threat level adjustments from all four assignments (positive or negative). Also note that a henchman's threat level adjustment is applied to successful captures and heists.
So a few henchmen are more stealthy in this regard (say Sinestro with a -5 thread modifier) while others are... not. Bizarro is the king of (cash) heists (Tier 3, Strength 6, +10 to heists), but he adds +10 to the threat level every time his team completes a heist...
Note that the threat level caps out at 500 (the value can still go higher, the 'threat meter is capped at 500 though), at which point, right now anyways, captures and heists are 'locked out' until the threat level drops below 500.
I want to nuance this later, say after the threat level reaches certain thresholds stuff happens... This means that you can do a 'mad dash' in the early game to rake in more cash to upgrade stuff and capture gals sooner, but at some point you'll have to start taking days off from heists and captures to let things cool down.
Mercy's insta-captures currently do not fall under this umbrella, which could be an interesting offset for said capture attempts generally having lower chances of success (also need to fine tune this...).
Mercy is kind of the 'unsung MVP' at this point. Her 'insta-capture' ability is cool (possibly allowing two captures in the same night), although lower odds, and she gets +10 to heists, and she's 'free'. So pairing her with another henchman on a cash heist means cheaper retainer costs if the heist fails. Mercy + Bizarro on cash heists are an awesome combo, just sayin... Note that Mercy can still only do one thing (insta capture or capture/help with a heist) each night. Personally, I like this 'different take' on Mercy! She's MUCH more useful now.
I have reduced the base chances slightly for cash heists (30 small cash, 10 large cash), as it felt a little TOO easy at 40/20. Assigning a Tier 3 to a cash heist is still awesome, and pairing them with a Tier 1/2 still usually pushes the large cash heist odds above 95% (Bizarro + Shade or Livewire, just sayin...), but of course the hiring costs offset whatever cash they make off with... and with a 95% max chance, yeah heists do still fail...
Note that odds over 95% still have an effect, as the 'base reward' is multiplied by an adjustment based on the heist chance. Here's the 'current math' formula:
Code:
if current_heist == "smallcash":
$heist_diceresult2 = renpy.random.randint(1,100000) + 100000
$heist_earnings = int(heist_diceresult2 * ((heist_chance2 * .008) + 1.2))
if current_heist == "largecash":
$heist_diceresult2 = renpy.random.randint(1,100000) + 100000
$heist_earnings = int(heist_diceresult2 * ((heist_chance2 * .012) + 1.8))
BTW, the +1.2/+1.8 thing is intended to help provide a bit of a 'floor' for lower chance heists if that makes sense.
So, to translate:
100,001 to 200,000 'base roll'
Multiplied by:
Heist chance * .008 or .012, so if it's 94%, that'd be .752, add 1.2 you get 1.952, or nearly doubling the base roll.
A large heist at 118% (10% base chance + Bizarro + Livewire), that'd be 1.416 + 1.8 = 3.216, or over tripling the base roll.
Or, to put this another way:
Bizarro + Livewire (118%, 95 max chance of success)
100,001 * 3.216 = $321,603
200,000 * 3.216 = $643,200
If it's Bizarro + Mercy on a Large Cash Heist (93%):
100,001 * 2.916 = 291, 603
200,000 * 2.916 = 583,200
Some large paydays can be pretty exciting with the right pairings (over 600,000), while others will be just over the break-even point depending on who you hired and how the dice rolls come out.
So under the current system, assigning a 'paid' second to cash heist isn't really cost effective in the upper ranges, but you might want to do this anyways if you've already hired said second and need to increase the amount of cash you earn from that heist to push your cash total over the top to meet your 'get that upgrade started on Sunday so that you don't miss the Friday crowd' goal, and will maximize your chances of a successful heist (95%)...
This being a playtesting situation and all, though we can of course experiment with different approaches/number ranges for this, if anyone has their own suggestions!
If you want to adjust these numbers yourself to play with the odds, look in script.rpy around line 685...
Back to Mercy, though. I like the idea of her being an 'unsung' MVP with her current positioning in this demo. Her base odds of doing anything aren't all that great, but pair her with someone on a heist, plus that 'insta-capture' thing (note that she can only do one of those things on a given night)...
What are y'alls thoughts on all this?
Edit: Random Giganta pic...
Ignore the capture chance, it's normally higher...
It always annoyed me when Giganta's head was cropped out of frame, I love playing up her height! Sure, it's not shown here at her 'full height' of 250 feet, but she's still taller than Lex!