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rejection formula for streetwalking


dogface

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Posted

This is what I'm stuck on right now. I've got the old version of dealers NGified (with the pretty sarah questline cut out for being a bit too over the top), and I've got a basic independent whoring setup in the Sewers, complete with a new pimp character who 'controls' that territory. The basic setup is there and waiting to be copy/pasted to North Vegas, Aerotech and Freeside.

 

But every time I start to write a formula to determine if the player's solicitation is accepted, I end up deleting it and starting again because I don't like it.

 

So far you can solicit male customers only, and I'm not sure if I'm going to change that. When soliciting, the player can set a price (2, 5 or 10 caps) and then state what s/he's willing to do for that (mouth, anal, vaginal if it's a female PC, and if there were handjob animations I'd add that in too). Both of these should factor heavily into the rejection chance, and so should the PC's sex (it should be harder for male PCs). Then comes charisma and the BlackWidow/ConfirmedBachelor perks making a difference somehow. Barter skill should help you when asking a 'high' price, and Speech skill should help you convince them to settle for 'lesser' sex acts. I'd also like to give a slight chance of the customer asking for a price reduction, or request a different sex act.

 

And finally, the acceptance rate should never hit a flat 0% no matter how hideously unsuited your character is, but it should have an absolute upper cap of around 50-60%, so that even the best-suited characters have to struggle a bit.

 

But I just can't seem to come up with a formula that seems well-rounded and makes sense to me.

 

Any suggestions?

Guest Loogie
Posted

I don't know how to exactly help with the formula, but could I request that the pimp be named Sweet Lemonade Johnson? It's a spectacular name for a pimp.

Posted

This is what I'm stuck on right now. I've got the old version of dealers NGified (with the pretty sarah questline cut out for being a bit too over the top)' date=' and I've got a basic independent whoring setup in the Sewers, complete with a new pimp character who 'controls' that territory. The basic setup is there and waiting to be copy/pasted to North Vegas, Aerotech and Freeside.

 

But every time I start to write a formula to determine if the player's solicitation is accepted, I end up deleting it and starting again because I don't like it.

 

So far you can solicit male customers only, and I'm not sure if I'm going to change that. When soliciting, the player can set a price (2, 5 or 10 caps) and then state what s/he's willing to do for that (mouth, anal, vaginal if it's a female PC, and if there were handjob animations I'd add that in too). Both of these should factor heavily into the rejection chance, and so should the PC's sex (it should be harder for male PCs). Then comes charisma and the BlackWidow/ConfirmedBachelor perks making a difference somehow. Barter skill should help you when asking a 'high' price, and Speech skill should help you convince them to settle for 'lesser' sex acts. I'd also like to give a slight chance of the customer asking for a price reduction, or request a different sex act.

 

And finally, the acceptance rate should never hit a flat 0% no matter how hideously unsuited your character is, but it should have an absolute upper cap of around 50-60%, so that even the best-suited characters have to struggle a bit.

 

But I just can't seem to come up with a formula that seems well-rounded and makes sense to me.

 

Any suggestions?[/quote']

Firstly I would ignore the BlackWidow/ConfirmedBachelor as if the player really want's to solicit an unprefered sex it shouldn't make any difference to the customer, what really matters is the customers preference, there's formlists in SexoutNG populated by Orientation Express that should determine major NPC's then work out a random percentage for others orientation dependant on the NPC's sex.

 

Then I would probably factor time of day in, better money at night or indoors, perhaps even the number of other people around too.

Other than that just pick randomly what the customer is in the mood for because it's about what the customer wants really and make a counter offer to the Player perhaps dependant on how good their approach is.

Posted

I think I would leave in black widow, lady killer, or whatever, since those are supposed to represent seductiveness of some sort.

 

I like your idea of including time of day.

 

I think I would do it like this:

 

First, I would decide on minimum chance. Let us say that minimum chance will be something like 20%.

 

Second, I would decide on maximum chance. Let us say that maximum chance will be something like 80%.

 

Finally, I would roll up all factors so they fit into that range, linearly.

 

So let's say I have, for my factor:

 

relevant seductiveness skill. Let's say that we would have a 20% raw chance for no specific perk, and 80% raw chance for having a relevant perk.

 

time of day. Let's say a 0% contribution for noon and 100% contribution for midnight.

 

charisma. Let's say that we get a charisma * 10% contibution.

 

speech. Let's say we get a speech% contribution

 

barter. Let's say we get a barter% contribution.

 

So this gives us five contributions. 80% - 20% = 60% divided by 5 is 12%.

 

So multiply contribution from each by 0.12 and add a base 20% contribution...

 

Base: 20.0%

+ 2.4% no perk or + 9.6% with perk

+ charisma * 1.2%

+ speech * 0.12

+ barter * 0.12

 

This is not super precise or anything, but if you decide you want to change the formula later (which you might, after playing it), you could do that. For example, if this makes average players too proficient you could do something which multiplies chances instead of adds them. Or, maybe change the low end or the high end... or ... whatever.

Posted

I think I'll upload it without the rejection formula for now. Minimum and Maximum caps are essential, I think. And I'm now considering just giving penalties for low charisma, speech and barter instead of bonuses for high ones. After all, a character with higher stats shouldn't be streetwalking.

 

Time of day making a difference is a pretty good idea. I'll throw that in too. Other people being around is probably too hard to implement.

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