SuggestedJob fail dynamics

4 months ago

HUGEACKMAN

114 Total Respect

HUGEACKMAN

114 Respect

4 months ago

-Job fail dynamics-

Hi guys!  I hope your holidays were well, or at least bearable!

Ok so I had an idea that I think would add some very interesting dynamics to jobs without completely changing or destroying what we already have. 

I like jobs. It's one of my favorite things about CE. Prestige is one of the best updates this game has ever seen still to this day in my opinion.  

However I think we can add an idea that builds upon this in a way that doesn't backslide or change it too much I'll lay it all out here for you to decide:

 

The idea stems from a joke I made in global about being able to bribe the police BEFORE they bust you and send you to jail, circumventing the job fail altogether. The joke was just me being silly but then a lightbulb went off💡

This could be a really good idea if it is used and designed properly.

So this got me to thinking about how this would actually work in a way that doesn't break jobs, prestiges, the market, or anything else in the game for that matter while still adding some value and dynamics to the gameplay itself.

 

Now please comment with your own takes here I would love this to turn into a discussion and then a fully formed idea put forth from CE community to implementation. But my idea on how is follows:

 

-The setup-

This skill would need to be something you would need to build up much like prestiges, this would be for the purpose to keep integrity in the job and prestige areas currently. There's a few ways we can go about this;

-Make it so that hidden job xp affects your efficacy in this new skill

-Make your number of total job prestiges affect your efficacy of the new skill

-Make your total number of jobs completed be the stat that affects your efficacy 

Obviously if we go with hidden job xp this also could potentially open hidden job xp tracking which has to this point been unavailable to us as of now.  I'm unsure if people or Diablo would be happy to open up this information further. This is why I have added a couple more ideas of what we could base efficacy to this new skill on.

Now onto how often and how effectively you can actually use this skill.  

 

 -Effectively using this skill-

In this aspect I think the actual percentage chances should be really low at first and can be adjusted later if it's decided they are too low (much like what happened with critical success factor from narco courses) success with this skill should be very low to keep it from being too overpowered. And as you advance in skill can become very slightly easier but opens up more dynamic choices you can make (which I will cover next). We want to find a good balance here as I stated above it can't be too overpowered and must be very difficult to reach high or maximum skill.  

"Well what's the point then?" You might ask. Although you probably wont. Most of us here know this is a marathon game and to that I answer adding an interesting dynamic to the game that adds a layer of interaction and interest that doesn't really step on the game and it's mechanics up to this point. And we have arrived at my next point of interest.

 

-Dynamic choices-

The idea works as follows. As you gain skill in this new ability, it unlocks different options available to you. Get busted on a construction job? No problem if you are an expert in this new skill you can chose to bribe the cops with actual cash. Maybe you're a cheap skate like me who'd rather just smoke anyone who stands in your way so you decide to get into a firefight with the cops? Maybe you run in that brand new Ferrari your expedition team got you? The choices could be opened up very much as you gain skill and add fun and interesting dynamics that won't break our current system.  

Ideas on how to keep this balanced would be that we could make it for only critical fail jobs like jail or hospital. We could also just add a whole new category in this aspect as a "dynamic fail" and keep the rewards modest which I will discuss next

 

-Rewards (and maybe even dynamic options in rewards)-

This can also have a range of dynamic outcomes without breaking the game I think. Low percentage chances of success can obviously help balance here so we don't have something that completely breaks CE. Instead I propose something much more modest. Maybe I want to bribe the cops to not throw me in jail and they agree to do so but still confiscate my construction materials? Ok well I got construction job skill equivalent to a job success here so that feels an even trade. Or maybe you need that sweet cheddar and don't care about the skill? Dynamic options where you decide to take the materials over skill could be added here making things extra interesting.

 

-What if I want to opt out? I like the current job system fine...-

I think there's two ways we can handle this problem if it comes up. 

1. Make an option to opt out much like crimes 2.0 in torn does.

2. Make automation options and settings for the actual mechanics on game side for this so the player can set automatic options for this skill. Timers can be placed to reduce any automation on player side to reduce bot problems, exploitation, etc I think much like our current job completion timers.

My last point here is either way this goes we keep the rewards and benefits modest to not only protect current integrity of CE but also give players who wish the option to opt out without drastic consequences.

 

-Wrapping up-

Please feel free to comment any suggestions additions or tweaks to this idea. I would LOVE to see something like this discussed and fully formed by help from the community and eventually implemented. 

 

Thanks for reading!

-Huge 

Last Edited 05/01/2025, 02:28:27

"I'm just an alien disguised as a dude having an existential crisis."

Check out my music: HERE

Responses

4 months ago

SPECTRUM

8 Total Respect

SPECTRUM

8 Respect

4 months ago

There should be an alternative way out if the PF can't be used on that circumstances, CE could implement the bail out if you got a critical fail.

Let's say 100k for a bail out, but it stack's up the fee the next time you get caught, a critical fail It'll be 200k bail out fee and so on, and the fee resets back to default at the end of the day. 😁

4 months ago

MAZULIS

50 Total Respect

MAZULIS

50 Respect

4 months ago

I like the idea. I also think the bribe or any other option would be available when finishing job manually as you need to act according to situation. 
I do also like the idea of confiscating items, but the skill gain should be lower than success. Id say like 30-50% of success skill cause you kinda failed and were busted. Also having a choice to bribe with higher amount to be able to keep some stuff would risk in extra fine and still got jailed, but have a chance to keep some stolen stuff. 

And ofc. You must have cash on hand

and for those who don't want this just an option "do nothing and go to jail"

Last Edited 05/01/2025, 20:52:31

MaŽaS BeT KieTaS :P~

4 months ago

HUGEACKMAN

114 Total Respect

HUGEACKMAN

114 Respect

4 months ago

Thank you guys for input.  I like both ideas here.  Thank you for reading 

"I'm just an alien disguised as a dude having an existential crisis."

Check out my music: HERE

3 months ago

DIABLO

1,199 Total Respect

DIABLO

1,199 Respect

3 months ago

I like the overall concept and amusingly something along these lines (but a bit simpler) was originally planned but never implemented. The one big issue I can see is how would this be handled on Jobs that are automatically completed?

Creator of Cartel Empire, hope you enjoy!

3 months ago

HUGEACKMAN

114 Total Respect

HUGEACKMAN

114 Respect

3 months ago

I like the overall concept and amusingly something along these lines (but a bit simpler) was originally planned but never implemented. The one big issue I can see is how would this be handled on Jobs that are automatically completed?

DIABLO - 09/01/2025, 11:18:47

One person suggested to me in discord to make it so that there is an option to do nothing and go to jail regularly like our current options.

I would assume the best bet would be for jobs that auto complete this option would be selected, but this could give people who are super active the upper hand.

I guess the only other option I can think of would be to automate something game side that does what autocompletion of jobs does, but also I have limited knowledge on programming and implementing such ideas I'm not sure how difficult this would be.  

"I'm just an alien disguised as a dude having an existential crisis."

Check out my music: HERE

3 months ago

N_E_X_U_S

68 Total Respect

N_E_X_U_S

68 Respect

3 months ago

I like the idea, but I think adding another element to jobs shouldn't be the priority. There's loads of suggestions for cartel elements, making it more social and other areas that imo should be looked at first. 

3 months ago

HUGEACKMAN

114 Total Respect

HUGEACKMAN

114 Respect

3 months ago

I like the idea, but I think adding another element to jobs shouldn't be the priority. There's loads of suggestions for cartel elements, making it more social and other areas that imo should be looked at first. 

N_E_X_U_S - 11/01/2025, 15:35:58

Fair enough point.  I agree if there are other ideas in the chamber already, I don't expect this one to jump the line.  Thanks for you input though appreciate it! 

"I'm just an alien disguised as a dude having an existential crisis."

Check out my music: HERE

3 months ago

MAZULIS

50 Total Respect

MAZULIS

50 Respect

3 months ago

I like the overall concept and amusingly something along these lines (but a bit simpler) was originally planned but never implemented. The one big issue I can see is how would this be handled on Jobs that are automatically completed?

DIABLO - 09/01/2025, 11:18:47

IMO auto complete should have a regular default output. The dynamic outcome should only be available when ending job manually as this requires actions according the situation. Also if action is not taken for too long (like 3-5 minutes) or doing any action elsewhere (e.g. moving to other tab to the vault) the dynamic outcome would fail straight away sending you to jail

Example:

"You have been busted robbing construction materials warehouse. Two police officers are taking you to the car. What you do?"

  • Accept the failure and do nothing (default option on auto complete)
  • Try to bribe the officers (option disabled if you have 0 cash on hand)
  • Try to runaway from the officers 

After those some other actions depending on the choice and circumstances:

  • try bribe: could be 2-3 different amounts options depending on the amount of cash on hands. The higher the bribe amount, higher the chance to be accepted. Also possible failure before even getting chance to offer the bribe amount. After offering the amount for bribe possible outcomes: 1. failure, lost money and put in jail for x1.5 of regular jail time. 2. Success, released, but all goods confiscated. 3. Officers asks to double the cash, following options: a) you agree and pay double amount. 100% released without goods b) you agree with condition to keep half of the stolen goods.Success or jail c) you don't agree. Go to jail d) don't have enough cash on hads to double it and offer all you have. Go to jail or officers accept your bribe and released.
  • try to runaway: few outcomes - 1. Tried to escape, but the officers was faster. Double jail time for resisting the arest 2. Tried to runaway, but got shot in the leg and caught. 3/4 life lost, and x1.5 of regular time in jail. 3. Tried to runaway, but got shot in the back. Hospital for double the jail time. 4. Successfully ran away. No jail, no hosp, no goods.

Last Edited 11/01/2025, 16:55:18

MaŽaS BeT KieTaS :P~