Right now console items (Xbox and Playstation) aren't useful at all. Those give you 8 to 15 (11.5 average) happy per 5 energy, which is a really bad deal. My proposition is:
Change console happiness gain to 5% of current max happy / 5e. Example values:
250 max happy -> 12.5 happy / 5e;
1000 max happy -> 50 happy / 5e;
4525 happy -> 226.25 happy / 5e.
It would still be balanced in the early game, but now useful in the late game too. It could be taken into consideration whether to rehab after OD, or chill in Torn and play console to regain happiness. It could be utilised with stacking energy to optimise gym gains. Happy Jumps would get another options.
Add another merit upgrade path: +5% crime income each merit upgrade level (+50% max), so there is a possibility to specialize more into income-generation, than fighting.
There could be another upgrade path for same thing for Organised Crimes.
Is it just me, or the hack success chance dropped dramatically without reason? 2 weeks ago I was on 93% success chance, but for two weeks now it's 88% without any change on my side.
Edit: Looking at a longer period of time, it's still on 93%, so a false alarm.
- Ambush (Attacker only) - If you land a hit in the 1st round of the fight, you get a free round. - Crossfire (Ranged only; Team only) - If at least 2 players hit the victim with a weapon with this bonus within 2 seconds, the victim loses 25% Dex for 2 seconds; 100% chance; not stacking; refreshable. - Phalanx (Melee only; Team only) - If at least 2 players hit the victim with a weapon with this bonus within 2 seconds, they both get 25% Def for 2 seconds; 100% chance; not stacking; refreshable. - BFG (Heavy artillery only) - You cannot use secondary or melee weapon. 50% chance to get guaranteed hit.
Additionally we could get set bonuses - if you use a full set of armor, you get an "X" bonus; different bonuses with different sets. Sets could have different rarity too.
If you think, that giving newbies mechanic, which converts 5e to 200h is fine, then I do not insist on percentage. Percentage was a way to make it good late game, while not OP early. High flat value is fine by me.
And to address what Bogie has said - I think it should let you convert minimum 1e (not 5e), so odd values from cans can be used.
If you make it 1e for 50 happy it would be great. If you make it to depend on this "hidden gaming skill", it will be fun for sure! (maybe make gaming skill visible)
I've made some calculations to visualise micromanagement potential:
Variables:
Gym: Balboas (7.5 gym dots); Stat: Dex; Stat value: 50M (capped); Max happy: 4525; Base energy to spend: 1500; Console happy gain per 1e: 2% of max happy;
You can see here, that spending 25e for happy generates best gains with those variable values. It isn't OP, but it's worthwhile if someone wants to bother.
Choosing other values of happy gains per 1e generates more flat / steep graph. Any value of happy gains per 1e under 1.5% is detrimental / not worth it.
Flat 30 happy / 5e would still be useless late game. On the other hand if you make flat amount too good, it will be broken early. Percentage value is more fair. Now devs have to balance the energy cost and percentage values, but I think 1 - 2% happy / 1e would be good.
I don't agree, that proposed change would make it better, than existing happiness-generating methods. It costs energy to generate happiness and energy is the most precious resource in the game. Right now energy-happiness tradeof is laughable and no player considers it useful.
To back my claims - just look at the speed this suggestion gained upvotes - 350 R+ in 2 days. Everyone likes it.
Percentage happiness generation I proposed still wouldn't be OP or overlap with candies, but would serve a niche purpose you've mentioned - it would be used to micro-optimise gym gains with energy-happiness tradeof (but good one this time) and could be used when one doesn't want to spend consumables cooldown on happiness, but on nerve.
If you feel, that tthe idea is fine, but numbers are off, you can just use percentage or energy cost you feel fair, but IMHO my suggestion is fair and simple to implement.
I have a suggestion at 250 R+ (337 R right now) for changing console items (Playstation, Xbox) happines gain to a percentage value of current max happiness (instead of flat value):
Candies work, but when you're maxed on consumables, or want to spend cooldown for alcohol, then (with this change) consoles could be a viable option to micromanage happy-energy balance for maximising gains.
Right now console items (Xbox and Playstation) aren't useful at all. Those give you 8 to 15 (11.5 average) happy per 5 energy, which is a really bad deal. My proposition is:
Change console happiness gain to 5% of current max happy / 5e. Example values:
250 max happy -> 12.5 happy / 5e;
1000 max happy -> 50 happy / 5e;
4525 happy -> 226.25 happy / 5e.
It would still be balanced in the early game, but now useful in the late game too. It could be taken into consideration whether to rehab after OD, or chill in Torn and play console to regain happiness. It could be utilised with stacking energy to optimise gym gains. Happy Jumps would get another options.