I'm case a dev replies with how long this took, please kindly note that this particular suggestion is only really useful for faction leaders and members with OC permissions, so I do think it is still relevant and needed in one way or another.
Any feedback would be most appreciated.
Edit 2: I know that some of the info is now outdated due to a change in the spawn system, but RNG is still a huge part and my suggestions still stands. It is not right that you can end up spawning like 7 unwanted/not needed OCs a row!
I know people are torn (pun 100% intended) between liking and hating the new OC2.0 spawn system however, I have a suggestion that could possibly be a nice addition to this new system.
As you are all aware, factions now have the ability to spawn OCs however, the spawn will be a random level within a certain range.
Given that this action costs currency, I think it would be nice to be able to dismiss an unwanted scenario.
#1 IDEA
My idea is that, if you spawn a scenario that you don't want, e.g.: a 6 instead of an 8 (big difference) then you can dismiss it and have half of your spent currency returned.
Obviously, the rate of return should be less than what was spent and is up to debate, but I think half is an acceptable ratio.
Edit: There has been some changes to the system, but the spawns are still very unpredictable and therefore the basic idea still stands.
#2 IDEA
Just let us clear unwanted OCs for people with OCD want to declutter or to stop folk joining to random scenarios that leadership does not want to be joined to.
Here is a cat picture that I picked absolutely randomly:
Option to get a partial refund on unwanted OC spawns.
The server I host my discord bot and website on is scalable based on usage. The more its used the more resources are required, the more expensive it is.
This is a minor inconsistency that does not cause issues other than making life hard for mission store scripts!
This item is called a "brake":
In torn code it is referenced as a "break":
This is not game braking (haha) , but I thought I bring it up. :)
When I first made my little QoL script I did not have a brake in my store so I just guessed it would be called a "standard-brake" which obviously failed when i had one in the store. :)
Let me know if this will be fixed, so I can update my script again! :D