Rebalanced infiltration by making base difficulty lower, slightly decreasing the difficulty gain, and increasing money/exp rewards

This commit is contained in:
danielyxie
2018-06-24 21:50:03 -05:00
parent 178066289e
commit 8c8574878c
4 changed files with 136 additions and 128 deletions
+25 -25
View File
@@ -594,10 +594,10 @@ let intWgt = CONSTANTS.IntelligenceInfiltrationWeight;
//Success: 5%, Failure 10%, -Karma
function attemptInfiltrationKill(inst) {
var chance = getInfiltrationKillChance(inst);
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 75) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.05;
return [true, 1.05];
@@ -620,10 +620,10 @@ function getInfiltrationKillChance(inst) {
//Success: 3%, Failure: 10%
function attemptInfiltrationKnockout(inst) {
var chance = getInfiltrationKnockoutChance(inst);
inst.gainStrengthExp(inst.securityLevel / 80) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 80) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 80) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 80) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 70) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 70) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 70) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 70) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.03;
return [true, 1.03];
@@ -645,9 +645,9 @@ function getInfiltrationKnockoutChance(inst) {
//Success: 0%, Failure: 10%
function attemptInfiltrationStealthKnockout(inst) {
var chance = getInfiltrationStealthKnockoutChance(inst);
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 65) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 60) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 60) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -669,9 +669,9 @@ function getInfiltrationStealthKnockoutChance(inst) {
//Success: 0%, Failure: 5%, -Karma
function attemptInfiltrationAssassinate(inst) {
var chance = getInfiltrationAssassinateChance(inst);
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 65) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 55) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 55) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -693,10 +693,10 @@ function getInfiltrationAssassinateChance(inst) {
//Success: 5%, Failure: 10%
function attemptInfiltrationDestroySecurity(inst) {
var chance = getInfiltrationDestroySecurityChance(inst);
inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;
inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
inst.gainDefenseExp(inst.securityLevel / 75) * Player.defense_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.05;
return [true, 1.05];
@@ -720,8 +720,8 @@ function getInfiltrationDestroySecurityChance(inst) {
//Success: 3%, Failure: 5%
function attemptInfiltrationHack(inst) {
var chance = getInfiltrationHackChance(inst);
inst.gainHackingExp(inst.securityLevel / 40) * Player.hacking_exp_mult;
inst.gainIntelligenceExp(inst.securityLevel / 690);
inst.gainHackingExp(inst.securityLevel / 30) * Player.hacking_exp_mult;
inst.gainIntelligenceExp(inst.securityLevel / 680);
if (Math.random() <= chance) {
inst.securityLevel *= 1.03;
return [true, 1.03];
@@ -743,7 +743,7 @@ function getInfiltrationHackChance(inst) {
//Success: 0%, Failure: 8%
function attemptInfiltrationSneak(inst) {
var chance = getInfiltrationSneakChance(inst);
inst.gainAgilityExp(inst.securityLevel / 40) * Player.agility_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 30) * Player.agility_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -764,7 +764,7 @@ function getInfiltrationSneakChance(inst) {
//Success: 1%, Failure: 3%
function attemptInfiltrationPickLockedDoor(inst) {
var chance = getInfiltrationPickLockedDoorChance(inst);
inst.gainDexterityExp(inst.securityLevel / 30) * Player.dexterity_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 25) * Player.dexterity_exp_mult;
if (Math.random() <= chance) {
inst.securityLevel *= 1.01;
return [true, 1.01];
@@ -785,7 +785,7 @@ function getInfiltrationPickLockedDoorChance(inst) {
//Success: 0%, Failure: 15%,
function attemptInfiltrationBribe(inst) {
var chance = getInfiltrationBribeChance(inst);
inst.gainCharismaExp(inst.securityLevel / 10) * Player.charisma_exp_mult;
inst.gainCharismaExp(inst.securityLevel / 8) * Player.charisma_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {
@@ -804,8 +804,8 @@ function getInfiltrationBribeChance(inst) {
//Failure: 5%
function attemptInfiltrationEscape(inst) {
var chance = getInfiltrationEscapeChance(inst);
inst.gainAgilityExp(inst.securityLevel / 35) * Player.agility_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 35) * Player.dexterity_exp_mult;
inst.gainAgilityExp(inst.securityLevel / 30) * Player.agility_exp_mult;
inst.gainDexterityExp(inst.securityLevel / 30) * Player.dexterity_exp_mult;
if (Math.random() <= chance) {
return [true, 1];
} else {