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OXCE Suggestions DONE / Re: [DONE] New experience award system / accuracy training system
« on: November 08, 2021, 10:28:10 pm »
Sorry, I thought I had done that in the pseudo code I posted above.
Let's consider a hypothetical rating of IQ. Let's further say that the average for humans is 100, that a moron is below 70, and that Einstein is at 160. Let's also agree that we aren't allowing any morons into the Agent team, so 70 is the absolute floor for IQ.
How difficult is it for the Moron to increase his IQ? Relatively easy. If he just memorizes that 2+2=4, his IQ might be 71 instead of 70. Likewise how easy is it for Einstein to increase his IQ? What book does he read; who knows enough more than he does to give him a boost?
Programmatically, I might say that the minimum IQ is 70 and the absolute human maximum is 170. (Gotta give Einstein at least some hope for improvement.) For each event where the subject might gain an IQ point:
IF (CurrentIQ-70 < RND(100)) CurrentIQ++;
In English, if the subject's current IQ minus 70 is less than a random number between 1 and 100, then increment his IQ by one.
Examples: Consider a subject with an IQ of 100 who does something that MIGHT raise his IQ. 100 minus 70 is 30. A random number from 1 to 100 has a 70% chance of being greater than or equal to 30, so the subject has a 70% chance of gaining a point.
Consider Einstein. 160 minus 70 is 90. A random number from 1 to 100 has a 10% chance of being greater than or equal to 90, so Einstein has a 10% chance of gaining a point.
The closer you get to perfection, the harder it is to get better.
It just seems to me (and it's been my current experience) that if you send your players to the same training, they tend to look like carbon copies of eachother, hitting the training max value. With a system like I have suggested, there will be some variation, even if you are able to keep the same avatars alive for the entire game.
Let's consider a hypothetical rating of IQ. Let's further say that the average for humans is 100, that a moron is below 70, and that Einstein is at 160. Let's also agree that we aren't allowing any morons into the Agent team, so 70 is the absolute floor for IQ.
How difficult is it for the Moron to increase his IQ? Relatively easy. If he just memorizes that 2+2=4, his IQ might be 71 instead of 70. Likewise how easy is it for Einstein to increase his IQ? What book does he read; who knows enough more than he does to give him a boost?
Programmatically, I might say that the minimum IQ is 70 and the absolute human maximum is 170. (Gotta give Einstein at least some hope for improvement.) For each event where the subject might gain an IQ point:
IF (CurrentIQ-70 < RND(100)) CurrentIQ++;
In English, if the subject's current IQ minus 70 is less than a random number between 1 and 100, then increment his IQ by one.
Examples: Consider a subject with an IQ of 100 who does something that MIGHT raise his IQ. 100 minus 70 is 30. A random number from 1 to 100 has a 70% chance of being greater than or equal to 30, so the subject has a 70% chance of gaining a point.
Consider Einstein. 160 minus 70 is 90. A random number from 1 to 100 has a 10% chance of being greater than or equal to 90, so Einstein has a 10% chance of gaining a point.
The closer you get to perfection, the harder it is to get better.
It just seems to me (and it's been my current experience) that if you send your players to the same training, they tend to look like carbon copies of eachother, hitting the training max value. With a system like I have suggested, there will be some variation, even if you are able to keep the same avatars alive for the entire game.