danne Posted May 19, 2013 Share Posted May 19, 2013 What if we have different weight on the rewards depending on the side mission. EXAMPLE: The helicopter mission could be 50% chance to get unarmed ka60, 30% chance for an armed one and the rest for other vehicles. Smuggled explosives could have 60% chance to get an armed hunter of any kind and 30% chance to get an offroad jeep and 10% to get a helicopter. kamaradski 1 Link to comment Share on other sites More sharing options...
wok Posted May 19, 2013 Share Posted May 19, 2013 This sounds pretty good, and it makes sense that you would get more chances of getting a chopper in the chopper sm. Link to comment Share on other sites More sharing options...
kamaradski Posted May 20, 2013 Share Posted May 20, 2013 Not to undermine the original idea, but for future reference i would like to add the following that Noms mentioned the other day:How about degrading the rewards based on the time it takes to complete the sidemisison? So if it takes for example longer then 2 hours instead of a armed ka-60 the reward would be degraded to a offroad vehicle... Link to comment Share on other sites More sharing options...
wok Posted May 21, 2013 Share Posted May 21, 2013 Not to undermine the original idea, but for future reference i would like to add the following that Noms mentioned the other day:How about degrading the rewards based on the time it takes to complete the sidemisison? So if it takes for example longer then 2 hours instead of a armed ka-60 the reward would be degraded to a offroad vehicle... That's a good idea too, and both ideas can be combined. Arrays could be used to hold different types of rewards and chances for different time lapses. For example: _firstTenMins = [ // minute 0 to minute 10 [ 'O_Ka60_F', '25%' ], // ARMED KA-60 [ 'B_AH9_F', '25%' ], // ARMED LITTLEBIRD [ 'B_Hunter_RCWS_F', '25%' ], // GMG [ 'B_Hunter_HMG_F', '25%' ], // HMG ]; _nextTwentyMins = [ // min 10 to min 30 [ 'O_Ka60_Unarmed_F', '25%' ], // UNARMED KA-60 [ 'B_MH9_F', '25%'], // UNARMED LITTLEBIRD [ 'B_Hunter_RCWS_F', '25%' ], // GMG [ 'B_Hunter_HMG_F', '25%' ], // HMG ]; _nextThirtyMins = [ // min 30 to min 60 [ 'O_Ka60_Unarmed_F', '50%' ], // UNARMED KA-60 [ 'B_MH9_F', '50%'], // UNARMED LITTLEBIRD ]; _afterOneHour = [ // min 60 to infinite [ 'c_offroad', '100%' ] // OFFROAD JEEP ]; The rewards I chose are just to show an obvious degradation on each time lapse. kamaradski 1 Link to comment Share on other sites More sharing options...
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