I agree entirely that there shouldn't be a cut-off for rioting. What is needed is a sliding scale with high probabilities below the cut-off (73 or whatever) and decreased probabilities beyond that.
Hence if you want to avoid riots altogether then you would need to put the sliders at, say 80. This is an impossibly high figure and hence any sensible player will put the sliders at a level that he/she can live with.
I like the idea of hapiness being influenced by a whole range of factors. I also like the idea of decreased efficiency with lower hapiness.
However, I believe it would be a mistake to hard-code these things into the program. It would be best if the items discussed did influence the game as suggested but their actual effects would need to be parameterised and put into DiffDb.
The beauty of this approach is that as new "factors" are devised they can be easily incorporated. By setting the parameter to 0 (zero) they can also be turned off without needing any source code changes.
Hence if you want to avoid riots altogether then you would need to put the sliders at, say 80. This is an impossibly high figure and hence any sensible player will put the sliders at a level that he/she can live with.
I like the idea of hapiness being influenced by a whole range of factors. I also like the idea of decreased efficiency with lower hapiness.
However, I believe it would be a mistake to hard-code these things into the program. It would be best if the items discussed did influence the game as suggested but their actual effects would need to be parameterised and put into DiffDb.
The beauty of this approach is that as new "factors" are devised they can be easily incorporated. By setting the parameter to 0 (zero) they can also be turned off without needing any source code changes.
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