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This simple trick to make "Approval Rating" be a value that is never exactly 0% or 100% will SHOCK you!


Zerkium
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I'm not too sure I fully understand the function currently in use, but it always seems to be 0 or 100. It's a cosmetic thing, sure, but it adds a bit to the feeling of how the nation is.

 

Using a "sigmoid curve" function would resolve this: 100/(1+1.002^-x). Just plug this in!

 

Side-note: This sort of function can be used for some general game balancing things too. 

 

function GetApprovalRating(rawValue) {
  	var curveLongness = 1.002;
	var percentValue = 100.0 / (1.0+curveLongness**(-rawValue)); // ** = exponent operator
	console.log(`Raw: ${rawValue}, Percent: ${percentValue}`);
}

GetApprovalRating(-5000); // results in 0.004%
GetApprovalRating(-2000); // results in 1.805%
GetApprovalRating(-500); // results in 26.913%
GetApprovalRating(-200); // results in 40.140%
GetApprovalRating(-50); // results in 47.504%
GetApprovalRating(-20); // results in 49.001%
GetApprovalRating(0); // results in 50%
GetApprovalRating(15); // results in 50.749%
GetApprovalRating(70); // results in 53.490%
GetApprovalRating(150); // results in 57.436%
GetApprovalRating(700); // results in 80.196%
GetApprovalRating(1500); // results in 95.243%
GetApprovalRating(5000); // results in 99.995%

image.png.93f3a2c32c8bf01716bcfa06bab91966.png

 

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Looks Awesome, @Alex should look into implementing it, the functions been broken for a long time.

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Sounds like a stopgap solution 😛.

There were rumours that something usefull was gonna happen with approval rating, in that case this would not be useable.

I do believe this would work fine as long as no mechanics get related to it.

 

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Currently approval is a metric that is purely cosmetic. Alex has plans for it to do something later on (no clue when that concept may occur). If/when approval becomes important levels will be reset and how it works will be tweaked.

That being said I do like the idea. 

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