Increased the Number of Contracts Generated for New Campaigns #6453
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Dev Notes
We've had plenty of user feedback at this point that the initial contracts are generally a little stingy. This has resulted in a tendency for players to spam 'Generate Contract (GM)' until they get something they like the look of. While there is nothing wrong with that, I feel like we can do better.
Previously, new campaigns would generate
1d6 - 4 + unitRatingMod
contracts. However, during campaign creation the player doesn't have a unit rating modifier meaning the equation is actually1d6 - 4
, or 0-2. Now, there is a conditional that ensures no fewer than 2 contracts generation (under normal circumstances), but that's still pretty miserly.Now we temporarily give the player a unit rating modifier of REGULAR (or +3) and we change the calculation to be
1d6 + (unitRatingMod * 2)
or1d6 + 6
(for new campaigns only). This ensures new campaigns are always presented with 7-12 contracts.It's my hope that this will wean players off of spamming 'generate contract', encouraging them to pick up contracts that might not be perfect, but where those imperfections push an emergent narrative. It also improves our new user experience, as new users generally didn't know about the option of generating contracts in GM mode.