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Old 07-05-10, 10:43 AM   #1
tater
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Default [TEC] How does "frequency" work for ship skins in the Roster?

Subject says it all.
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Old 07-05-10, 11:16 AM   #2
elanaiba
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It's just a "weight" for the random roll.

You add frequencies for all skins correct for desired time period, then make a roll out of the total and the chances for each of them are proportional with their correspondent frequency.

For example a skin with frequency 3 will have 3 times more chance to come up compared to one with frequency 1.

If we have
Skin A freq: 2
Skin B freq: 3
Skin C freq: 1

Total = 2 + 3 + 1 = 6 -> results in:
Skin A chance out of 100: (2 / 6) * 100
Skin B chance out of 100: (3 / 6) * 100
Skin C chance out of 100: (1 / 6) * 100

Sorry it's kind of hard for me to explain in english.

But I don't think it works if thats what you're asking Can't remember might have been just wishfull thinking on my part when I wrote that. I like to write stuff for the future and my files are always full of this kind of stuff.

Dan
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Old 07-05-10, 11:23 AM   #3
tater
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I've always had it set to 1, was wondering how it might be used if there were, for example, many alternate merchant skins available.
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Old 07-05-10, 11:57 AM   #4
tater
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So if it worked, would it actually be possible to use a value <1?

Ie: add all the paint jobs to 100%, and set frequency such that they add to 100?

Ie:

Pre-war skin freq: 0.04
Gray skin 1 freq: 0.16
Gray skin 2 freq: 0.20
Gray skin 3 freq: 0.20
Gray skin 4 freq: 0.20
Dazzle skin 1 freq: 0.03
Dazzle skin 2 freq: 0.03
Dazzle skin 3 freq: 0.03
Dazzle skin 4 freq: 0.03
Dazzle skin 5 freq: 0.02
Dazzle skin 6 freq: 0.02
Dazzle skin 7 freq: 0.02
Dazzle skin 8 freq: 0.02

?
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Old 07-05-10, 12:46 PM   #5
elanaiba
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I guess so, or you can multiply them with 100 anyway.

The thing is you don't have to add them to 100 but of course it helps if you want to keep things perfectly in perspective.
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Old 07-05-10, 03:40 PM   #6
tater
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Moot if it doesn't work though

PS—how're you doing?
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