Author Topic: Dojo mechanic question  (Read 13190 times)

Offline legionof1

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Dojo mechanic question
« on: April 28, 2016, 02:41:11 am »
Anyone know what the rate of stat gain is? I'm trying to  work out a comparison with my average combat gains.

Offline Dioxine

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Re: Dojo mechanic question
« Reply #1 on: April 28, 2016, 09:51:50 am »
100-x% chance to increase each trainable stat each midnight (usually by 1-3 I think?), where x is the current stat value.
« Last Edit: April 28, 2016, 10:01:04 am by Dioxine »

Offline legionof1

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Re: Dojo mechanic question
« Reply #2 on: April 28, 2016, 10:48:30 am »
thks

Offline Meridian

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Re: Dojo mechanic question
« Reply #3 on: April 28, 2016, 10:53:06 am »
100-x% chance to increase each trainable stat each midnight (usually by 1-3 I think?), where x is the current stat value.

increase by 1 only

Offline Zharkov

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Re: Dojo mechanic question
« Reply #4 on: April 28, 2016, 11:45:13 am »
100-x% chance to increase each trainable stat each midnight (usually by 1-3 I think?), where x is the current stat value.

Is this 100%-x% (as of the stat cap) or flat 100-x%?

Offline Meridian

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Re: Dojo mechanic question
« Reply #5 on: April 28, 2016, 12:00:56 pm »
Flat 100, subject to change in the future

Offline Solarius Scorch

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Re: Dojo mechanic question
« Reply #6 on: April 28, 2016, 12:19:49 pm »
I am playing with the idea of relatively low caps for the dojo, for example 70; you'd have to participate in battles to get above that.

Offline Dioxine

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Re: Dojo mechanic question
« Reply #7 on: April 28, 2016, 12:22:50 pm »
70 is pretty crappy for Melee & Firing, while being max-out for Strength and Health :)

Offline Meridian

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Re: Dojo mechanic question
« Reply #8 on: April 28, 2016, 12:23:28 pm »
I am playing with the idea of relatively low caps for the dojo, for example 70; you'd have to participate in battles to get above that.

Yes, that's what I am thinking of... quick training, but only to certain level.

Offline Solarius Scorch

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Re: Dojo mechanic question
« Reply #9 on: April 28, 2016, 12:24:10 pm »
70 is pretty crappy for Melee & Firing, while being max-out for Strength and Health :)

I know, right? :P
That's why I'm only thinking about this stuff for now!

Offline x60mmx

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Re: Dojo mechanic question
« Reply #10 on: April 28, 2016, 11:04:33 pm »
I'd be totally cool with 70.  I find that to be my minimum for melee, where-as 60 is where I find reactions and firing and throwing to become reliable.  Would be nice to incubate poor recruits into something more than a meat shield reliably.  I would't expect a training facility to turn lame recriits into badasses, just whip them into shape so I can use them as soldiers.

Offline Meridian

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Re: Dojo mechanic question
« Reply #11 on: April 29, 2016, 12:21:08 am »
I know, right? :P
That's why I'm only thinking about this stuff for now!

Of course, each skill would have its own cap, not all the same.

Offline new_civilian

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Re: Dojo mechanic question
« Reply #12 on: April 29, 2016, 12:34:52 pm »
I actually prefer the dojo system the way it is now, it allows you to replace gals in the lategame without eternally carrying around rookies. The dojos appear rather late in the game, Dioxine did a good job here imo. If they would appear right at the beginning a cap would maybe be plausible, yes, but only then.

Offline Meridian

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Re: Dojo mechanic question
« Reply #13 on: April 29, 2016, 12:42:31 pm »
I actually prefer the dojo system the way it is now, it allows you to replace gals in the lategame without eternally carrying around rookies. The dojos appear rather late in the game, Dioxine did a good job here imo. If they would appear right at the beginning a cap would maybe be plausible, yes, but only then.

If you know the tech tree, you can get them early (I have 10 dojos in July first year).

I'll just make it configurable and let modders decide... I hate starting with strength=10 and stamina=30... but starting (after training) with strength=60 and stamina=100 is equally not enjoyable. I'd prefer starting with strength=40-45 and stamina=70-80 in the late game and would set my caps accordingly to values a bit higher than that since training gets progressively harder (i.e. strength training cap = 45-50 and stamina training cap = 80-90 would be ideal for me).

I don't care about other stats, I think I can live with any TUs, health, bravery, reactions, firing/throwing/melee accuracy the whole game.

Offline Dioxine

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Re: Dojo mechanic question
« Reply #14 on: April 29, 2016, 02:07:32 pm »
I'll just make it configurable and let modders decide... I hate starting with strength=10 and stamina=30... but starting (after training) with strength=60 and stamina=100 is equally not enjoyable.

Like you said yourself, it depends on the player :) I have nothing against having fully-trained rookies, as long as game challenges are balanced with that in mind.