Keeping Track of Stats

The good news is that method I’m trying to explain tackles what you are trying to do. It tracks the likelihood of passing a check for you. Assuming all of the same values are as I started in the code above. I’ll run over some of the numbers at different stages of the game.

Skill >= (LiftTrack * Difficult)

This first example will be the base value. Maybe a few base 10 stats, but no extra lifts of 5. LiftTrack = 0. Lets say it is an Evil Check

Skill >= (LiftTrack * Evil)
Skill >= (0 * 5)
Skill >= (0)

So at the very beginning of the game, this will always pass. This will happen to all checks before the first lift. So I’ll move on to later game.

Lets say there has been 2 lifts. So LiftTrack = 2. I’ll show math for an Easy, Challenge, and Evil checks.
Easy Check

Skill >= (LiftTrack * Easy)
Skill >= (2 * 1)
Skill >= (2)

With two lifts that means that just having a 2 will pass. If you lift by five, so long as you have any kind of investment it passes.

Challenging Check

Skill >= (LiftTrack * Challenging)
Skill >= (2 * 3)
Skill >= (6)

So at the same point in the game, you need a 6 for a Challenging check. This means the user needed to have invested 2 times in the check to have a 10 (ignoring if you give a free 10 value).

Evil Check

Skill >= (LiftTrack * Evil)
Skill >= (2 * 5)
Skill >= (10)

So this early on you would need a 10, two lifts to pass. Making a Challenging check the same as Evil.

Moving on to much later, in the game.

LiftTrack = 8
Easy Check

Skill >= (LiftTrack * Easy)
Skill >= (8 * 1)
Skill >= (8)

So an Easy check requires 8 or higher. That means 2 out of the 8 lifts needed to be on that skill to pass.

LiftTrack = 8
Challenging Check

Skill >= (LiftTrack * Challenging)
Skill >= (8 * 3)
Skill >= (24)

At the same point in the story a Challenging check would need a 24. That means they would have lifted this skill 5 out of the 8 lifts to pass.

LiftTrack = 8
Evil Check

Skill >= (LiftTrack * Evil)
Skill >= (8 * 5)
Skill >= (40)

At the same point in the story, you would need a 40. That means that every lift would have been in that skill to pass.

Now to jump to late game.

LiftTrack = 14
Easy Check

Skill >= (LiftTrack * Easy)
Skill >= (14 * 1)
Skill >= (14)

So a 14 means 3 out of the 14 lifts needed to pass.

LiftTrack = 14
Challenging Check

Skill >= (LiftTrack * Challenging)
Skill >= (14 * 3)
Skill >= (42)

With a 42 requirement that means that they would need to put 9 out of the 14 lifts into that skill.

Now Evil as it currently stands it’ll always require that all lifts are in that skill.

So in summery in the early game there will be very little variation in the requirements for every level of challenge, but as the game goes you’ll see the challenge actually start to pop up.

Sorry it was all just a bunch of math for this post. I was on lunch when I wrote this.

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