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Request: Companion Level Affects Mission Success Rate

STAR WARS: The Old Republic > English > General Discussion > Suggestion Box
Request: Companion Level Affects Mission Success Rate

forcee's Avatar


forcee
05.09.2020 , 05:52 PM | #1
I was thinking that a companion's affection level should affect the mission success chance when deployed on crew missions.

Each level of companion affection results in -0.1% mission failure rate. Starts out a -0.1% at level 1 and maxes out at -5% chance of failure at level 50.

What are your takes on this? I dare not make this overpowered so I'll start with a small chance.

Eiter's Avatar


Eiter
05.09.2020 , 06:40 PM | #2
Isn't this already the case?

xordevoreaux's Avatar


xordevoreaux
05.09.2020 , 06:59 PM | #3
Quote: Originally Posted by Eiter View Post
Isn't this already the case?
Look at the minus signs on the OP's numbers:
Quote:
Starts out a -0.1% at level 1
He wants to start off with a negative success rate (guaranteed failure) that you then must climb out of.

Nay for me on that one.
Referral Link: http://www.swtor.com/r/F4XbCd
In English, a leading X on a word is pronounced like a Z. (zorDEVoro).

Elessara's Avatar


Elessara
05.09.2020 , 07:39 PM | #4
Quote: Originally Posted by xordevoreaux View Post
Look at the minus signs on the OP's numbers:

He wants to start off with a negative success rate (guaranteed failure) that you then must climb out of.

Nay for me on that one.
They're talking about about having -0.1% chance of failure per influence level so at level 1 they have a reduced failure rate of 0.1%. You're not starting at a negative success rate, you're reducing the chance of failure by 0.1%. For example (I am using made up numbers b/c I don't know the actual number), if you have a flat 10% chance of failure on a crew skill mission then at influence level one you'd have a 9.9% chance of failure, at level 2 it would be a 9.8% chance of failure, etc.

Elessara's Avatar


Elessara
05.09.2020 , 07:41 PM | #5
Quote: Originally Posted by Eiter View Post
Isn't this already the case?
When you look at a companion's influence bar, it only says that influence affects time efficiency and critical rate. It does not say it affects success chance. I don't know if influence actually does affect success chance or not but it doesn't say it does in the companion screen.

Edit: To actually speak to the OP's suggestion, I find crew skill mission failure to be annoying but not horrifically so. I'm not against the suggestion but I'm also not, "OMG YES!".

Eiter's Avatar


Eiter
05.09.2020 , 08:19 PM | #6
Quote: Originally Posted by Elessara View Post
When you look at a companion's influence bar, it only says that influence affects time efficiency and critical rate. It does not say it affects success chance. I don't know if influence actually does affect success chance or not but it doesn't say it does in the companion screen.

Edit: To actually speak to the OP's suggestion, I find crew skill mission failure to be annoying but not horrifically so. I'm not against the suggestion but I'm also not, "OMG YES!".
Yeah, I was thinking about critical rate, I suppose. Though I have been sending out influence 50 comps on missions lately, with no fails. Could be luck.

And I agree, I'm fine with this suggestion (as long as we're not talking guaranteed failure at low influence), though I don't see it as a huge issue.

Kaveat's Avatar


Kaveat
05.11.2020 , 06:34 AM | #7
Since they already went ahead with the failure rate being known, and adding + success to the amplifier QoL table, I doubt this will ever happen.

That said, rather than tweaking the existing crit system (which did need some adjustment for amplifiers to be desirable /effective), a more desirable adjustment would be to change the comp's +crit for +success by influence level, then leave the +crit to the amplifier QoL table (which btw, the amplifier system as it is now still reeks of bantha herd poodoo - just throwing that out there).
[end of line]
I have never 'suffered' from insanity... I always enjoy every minute of it!

xordevoreaux's Avatar


xordevoreaux
05.11.2020 , 07:01 AM | #8
Quote: Originally Posted by Elessara View Post
I find crew skill mission failure to be annoying but not horrifically so.
I find failing to reverse engineer a 276 augment to a 286 augment horrific. Mats are ridiculous to acquire and subsequently ridiculous to waste when RE fails end-game.
Referral Link: http://www.swtor.com/r/F4XbCd
In English, a leading X on a word is pronounced like a Z. (zorDEVoro).

Kaveat's Avatar


Kaveat
05.11.2020 , 08:51 AM | #9
Quote: Originally Posted by xordevoreaux View Post
I find failing to reverse engineer a 276 augment to a 286 augment horrific. Mats are ridiculous to acquire and subsequently ridiculous to waste when RE fails end-game.
Grade 11 Materials are on the stupid side to acquire, and to RE equivalent items and only get Jawa Junk in return is just as stupid, especially as G11 mats are still 200 junk *each*. 6.x crafting *still* needs a more player friendly revamp.

As to the RE for schematics: Full on RNG on undefinable quantities of items, only to suddenly "POOF, you figured it out"... not player friendly at all. This is where they should have implemented a cumulative RE % per item. RNG, ok, but still have a crafting table/window that tracks your RE progress to the next level schematic. One item gets you x%, another gets you another x%... make it a cumulative process.
[end of line]
I have never 'suffered' from insanity... I always enjoy every minute of it!

Elessara's Avatar


Elessara
05.11.2020 , 05:53 PM | #10
Quote: Originally Posted by xordevoreaux View Post
I find failing to reverse engineer a 276 augment to a 286 augment horrific. Mats are ridiculous to acquire and subsequently ridiculous to waste when RE fails end-game.
What does that have to do with crew skill mission failure?

I could understand if crew skill missions failed a LOT but from my experience they don't fail all that often and the missions you get from the consumable items don't ever fail. I've also obtained a few of the 286 augment schematics (Versatile, Accuracy, Critical) from reverse engineering and the only material that I (personally) found annoying was the Processed Isotope Stabilizer, which if I recall correctly doesn't even come from crew skill missions. To be fair I was running 8 companions on several characters through missions to get materials but I did not feel it was a hardship, simply a bit time consuming.