In your method, have you considered how the total bonus increases/decreases when adding one more weapon to the pool? For example, say that you have used 3 different weapons so far, and they are all perfectly balanced 1:1:1 (or, if you prefer 0.33:0.33:0.33). Now you pick up a 4th weapon, which you only get to use for a few seconds. Does your final bonus increase or decrease?
The total bonus must be monotonic with respect to the number of weapons used, otherwise you’re discouraging picking up new weapons (which is the opposite of what you’re trying to achieve).
We could calculate it in the Compare screen, I guess.
That’s known and the same class of glitch as so many others:
All weapons do.
Because it’s exactly the same class of message. It could be changed, but it’s messy and low-priority.
When talking about Extra Lives though, this is not “extra”. Your extra lives are zero in this case.
No
A large part of the database assumes that assignments are unique, so that is not an easy change.
I could delete all Key Rush mission histories (which would make them re-playable one more time), but that would throw the “Missions Completed” in the Information Overlay. You’d see numbers more than 100%
Interesting idea, but it would only take a few hours before a list of all locations was made public each month, and everyone would swarm to them.
right now the eggs only hide the laser alien, and i think the addition of fester and chick + chickens in ufos would make the surprise nastier and less predictable
Wait,
So how about other missions? We can play those mission again and again more time, right? So i think let Keyrush mission just like other mission. I mean, you can understand like this: Those Keyrush played-mission will be flied ONE more time, and you have to make sure that the result of those mission still be kept. After we play those Keyrush played-mission, we can’t play it anymore ultil next time (depend on each updated version in the future). Yes, just like other missions which you can play many times
May I interest you in my VR training simulation theory?
It’s one of many evidences for my theory that in CIU we actually play as trainees in VR. So this way you can replay all the bosses even though they are dead and you can buy lives even though in real life you wouldn’t have that chance. About Extra Lives - #15 by kokokokos
Ah i understand. A victory mission will be counted to the process of all mission the galaxy, right?
Hmm, this is too hard for you. If there are too much things arise from the change for keyrush, i have 2 ways for you:
1- Can you reset those keyrush mission like “reset data” ? That’s mean player will lose anything collected from that mission (like medals, keys, foods, scores,…). Yes i know, this is so crazy because this may cause key and food count to negative number. So idk do everyone agree with this?
2- Do reset all keyrush mission like @ChickenGaming said before (but don’t do that in per month because someone will spawm too much keys each month) in here:
P/s: We have to promise together that we should’t hope to reset galaxy to get new keyrush missions
Irrelevant, cuz people can’t fly this mission again. Taking their collections away would be a shame specially for those players who played all keys rushes.
Fair point. I was too focused on the balance instead of variousity. But I still think you should have some more rework to improve the mechanism. Because:
You defined the bonus only by the ratio of the most used weapon. This is reasonable, because if you use more weapons and more balanced, that value will tend to be smaller, which result in a larger total bonus. But it’s isn’t all-rounded yet, as I pointed out above.
It’s hard to find a function showing both number of weapons used and how unbalanced are their usages. I will try later.
Uh well
I have thought again about way 1. Imagine how will the negative number count as low as it can because some people spent too much foods/keys
So maybe way 2 is better, you can skip way 1