Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Door decay #29

Open
pjf opened this issue Oct 9, 2016 · 0 comments
Open

Door decay #29

pjf opened this issue Oct 9, 2016 · 0 comments

Comments

@pjf
Copy link
Member

pjf commented Oct 9, 2016

An improvement for the game that has been discussed is having a form of "door decay", where the more often a door is locked, the less often it remains locked for. A simple equation for this would be having a lock length of l * d^n, where l is the standard time a door is locked, d is the door decay factor, and n is the number of times a door has already been locked. For example, with d=0.5 a door will only lock for half as long each time it is used.

Important things to note with this system are:

  • This naturally penalises players who always "do the same thing", and rewards players who get creative with their efforts.
  • Doors can have different decay weightings. Important doors (eg: adjacent to the players) could decay faster, whereas guest room doors could decay slower. This further incentives creative play.
  • Our powerful "lock room" and "lock floor" codes have a real downside, in that they degrade all the doors in a room or floor, even those that aren't at risk of being used by guests.

While the door-decay factor should be set on a per-door basis, we'll likely want some global default that we start with, and tune from there.

It would be nice if messages went to the secondary display when doors start unlocking early due to door decay. (Eg: 'Malfunction on door ####: unlocked.')

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

1 participant