PROFITS 2167: Planetary Resource Optimization & Freight Infrastructure Technician Simulator · published
Hey everyone!
I'm considering changing how a station's vibration potential is implemented.
And I'd like to discuss this change with the community before implementing it into the game.
Right now, it is a simple multiplier applied to the final vibration value. However, with the current implementation, vibration potential doesn't really change the strategy you use for stations with high or low potential.
What I want to do instead is make vibration potential affect only positive modifiers. This would mean that stations with higher vibration potential would be harder to bring down to zero vibration.
Example of the current system:
A station with 100 initial vibration and 200% vibration potential results in:
100 × 200% = 200 vibration
If a booster with +50 vibration is applied, it also gets multiplied by 200%:
`50 × 200% = +100 vibration`
So the final value is:
`(100 + 50) × 200% = 300 vibration`
The same applies to negative modifiers. A booster with -100 vibration becomes -200 vibration because of the 200% potential.
So, for example:
`(100 + 50 - 100) × 200% = 100 vibration`
With the proposed change, the calculation would instead be:
`(100 + 50) × 200% - 100 = 200 vibration`
In other words, the 200% multiplier would no longer affect boosters that reduce vibration.
The goal is to make high-vibration-potential stations require more careful and strategic booster selection. Negative vibration boosters would still help, but their effect would not be increased by the station's vibration potential.
I hope this explanation makes sense! Let me know if I should provide more examples.