SittenSpynne
New member
I ended up duplicating this in a thread of my own.
I've looked over this thread and it looks like the issue is the same thing I identified when justifying the counter: it's difficult for mafia to tell when your first adventure.php encounter occurs, particularly if you fire up mafia mid-run. I focused a lot of thought on scenarios where you share two machines and decided that if that behavior were rejection criteria then mafia would have no counters. This leaves the "when do I fire the first ascension counter" problem. Here's some arguments I've seen and my responses. (I'm ignoring paths that can eat a fortune cookie, though you could consider a fortune cookie reminder.)
The user might spend adventures outside of mafia and the counter would be inaccurate.
There's lots of things in mafia that don't work right if you take a hybrid mafia/no mafia approach. A short list: flyer tracking, battlefield counters*, user-created counters, mushroom plot automation. Should those features be removed?
*The battlefield can remain somewhat precise thanks to the progress indicators in the UI. This is relatively unique.
Path drop interferes.
I'm not sure what the discussion is. There's three phases:
#3 and #2 are similar. If I understand, dropping doesn't affect the *current* SR counter but the *next*. If this is true, no action is required. If not, the algorithm would be "On drop, if SR counters are active, adjust them." This is not a difficult implementation.
#1 is irrelevant if mafia checks the path when setting the counter. I'm assuming this is true, because if it isn't then it should be fixed to support path dropping.
Starting mafia mid-run is wonky.
This is more difficult.
I'm not going to drag it out further; if you disagree you disagree and I can always try to write a script that auto-sets the counter for me (I am dedicated oxycore and never play without mafia, so I don't have the edge cases.) Did I properly interpret the arguments in the thread so far, or did I miss something?
I've looked over this thread and it looks like the issue is the same thing I identified when justifying the counter: it's difficult for mafia to tell when your first adventure.php encounter occurs, particularly if you fire up mafia mid-run. I focused a lot of thought on scenarios where you share two machines and decided that if that behavior were rejection criteria then mafia would have no counters. This leaves the "when do I fire the first ascension counter" problem. Here's some arguments I've seen and my responses. (I'm ignoring paths that can eat a fortune cookie, though you could consider a fortune cookie reminder.)
The user might spend adventures outside of mafia and the counter would be inaccurate.
There's lots of things in mafia that don't work right if you take a hybrid mafia/no mafia approach. A short list: flyer tracking, battlefield counters*, user-created counters, mushroom plot automation. Should those features be removed?
*The battlefield can remain somewhat precise thanks to the progress indicators in the UI. This is relatively unique.
Path drop interferes.
I'm not sure what the discussion is. There's three phases:
- Drop before first adventure.php.
- Drop after first adventure.php and before first SR.
- Drop during some SR after the first.
#3 and #2 are similar. If I understand, dropping doesn't affect the *current* SR counter but the *next*. If this is true, no action is required. If not, the algorithm would be "On drop, if SR counters are active, adjust them." This is not a difficult implementation.
#1 is irrelevant if mafia checks the path when setting the counter. I'm assuming this is true, because if it isn't then it should be fixed to support path dropping.
Starting mafia mid-run is wonky.
This is more difficult.
- The SR trigger could be "If $turns > 1 at startup don't trigger". That would cause a user that spent a few turns outside of mafia to not get the first SR counter.
- The trigger could be "If $turns > 100 don't trigger". If someone spends 100 turns in the sewer, the counter won't work.
- The trigger could be "If $playerLevel > 1 don't trigger." There's plenty of ways to get to level 2 without adventure.php.
I'm not going to drag it out further; if you disagree you disagree and I can always try to write a script that auto-sets the counter for me (I am dedicated oxycore and never play without mafia, so I don't have the edge cases.) Did I properly interpret the arguments in the thread so far, or did I miss something?