Balancing Skills and Spawning

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

Spiritus
Posts: 22
Joined: Wed Mar 28, 2007 12:45 am

Balancing Skills and Spawning

Postby Spiritus » Fri Apr 20, 2007 4:38 am

Before you read all of my skill change suggestions please note my reason for them.
Right now as I understand it you are born based off of the stats of two people on the land you spawn
this means if they are both expert you are expert. Lets say they are both skillful though this means
very easily you can become expert and then anyone spawned off of you will be expert this is bad
this means the game is unbalanced and eventually everyone will have high skills because the lower skills
will slowly be raised until they don't exist.


First I would like to propose the addition of a few skills and the withdrawal of Physical Strength

VISION

Depth Perception - Depth perception allows the beholder to accurately gauge
the distance to an object

Motion Perception - Motion perception is the process of inferring the speed
and direction of objects that move in a visual scene given some visual input

MOTOR SKILLS

Gross motor skills - Basic movement
lifting one's head
rolling over
sitting up,
balancing
crawling
walking.

Gross motor development usually follows
a pattern. Generally large muscles develop before smaller ones. Thus,
gross motor development is the foundation for developing skills in other
areas (such as fine motor skills). Development also generally moves from
top to bottom. The first thing a baby usually learns is to control its head.

Fine motor skills -
ability to manipulate small objects
transfer objects from hand to hand
and various hand-eye coordination tasks


may involve the use of very precise motor movement in order to achieve
an especially delicate task. Some examples of fine motor skills are using the
pincer grasp (thumb and forefinger) to pick up small objects, cutting, coloring
and writing, and threading beads. Fine motor development refers to the
development of skills involving the smaller muscle groups.

In my mind your Gross Motor skills would pretty much mimic physical strength then
your fine motor skills would mimic any skill that requires a finess.

Building Skill
When building Gross Motor Skills and Building Skills would be factored in
when working on the project.

ex.

[Skill applied to project] = ([Number of men] + [sum of mens building skill] + [sum of mens Gross Motor Skill])/3

Akward = .5 - .7
Novice = .8 - .9
Efficiently = 1 - 1.1
Skillfully = 1.2 - 1.3
Expertly = 1.4 - 1.5

[Days to build]/[Skill Applied to Project] = [How long it will actually take]

Ok so here is an example of an actual project

30 days to build a stone house
3 people working

worker 1
.5 Akward Motor Skills
1.2 Skilled Builder

worker 2 (essentially on this project he would be equal to worker 1 but on another he could be
crazy with his motor skills)
1.2 Skilled Motor Skills
.5 Akward Builder

worker 3
1.4 Expert Motor Skills
1.3 Skilled Builder

Sum Motor skills 3.1 so with 3 people this will have little effect because of the well rounded
workers The sum of the Building skills is 3.2 so the average will be 3.1 meaning they will take 3.1
days off of the project a day

Now for a scenario with crazy skills all experts with 1.5

sum of motor skills is 4.5
sum of building skills 4.5
average of number of people and skills 4
So they will take off 4 days a day with three people making the project 25% more efficient

The reasoning behind this equation is those are the three things that would actually effect building
a building how many men you have how good they are at the task and how strong they are a strong stupid
oaf will work as fast as someone who know what they are doing but is weak.

Ok this is how it would work with something simple like Building now for combat O.O

Now lets say you are weak.. But you have good depth perception and fine motor skills a bow would be a nice choice.
Strength would play a minimal part in firing your bow

My Bow

(([Depth Perception] + [Fine Motor Skill] + [1/3 Gross Motor Skill])/2 * [Weapons Base Attack]) - [Enemies Defense] = [Attack Done]

The reasoning behind this is your depth perception and fine motor skills are very important when firing a bow
having a little strength hjowever will make your shot a little better so it will add a small bonus equal to 1/3
of your Gross Motor Skills before being averaged then your weapon itself does damage itself added with the extra
fore and finess from your body minus what they block is equal to attack.

The equation should change if on a road or if the enemy is in a vehicle motion perception shjould be added and everything should
be divided by 3 instead this way a vehicle adds a small bonus do to the fact that a persuer must be more skilled to hit you for more
damage.

Motor Skills and Visual Perceptions should start out at .5 for everyone at spawn these should be things that you have to train
yourself and should be trained withoout your knowledge as well parents should only give you a multiplier to decide how easy it is
for you to train these. the reasoning for this a parent does not decide that a kid will be fit their whole life only that they only
decide their motablism and other things that make it easier for a child to do these things for themself.

How to train

For this we will go back to the people building a stone house
While working on a project your description should read something similar to this:

He is in his twenties and is Akwardly working on project 'Building Stone House'. He seems to be getting the hang of job.
He wears nothing worth mentioning.


1-3 = confused about the job.
4-6 = getting the hang of the job.
7-10 = better at the job than he appears.

This way they can see what their skill is and whether or not they should bother working on the skill.

When you are spawned your skills should not come directly from two parents but rather be half of the average of two parents skills
on everything but your ability to learn each job that should be decided by taking their skill at an individual job such as Building
and if they were good at it you will learn it better but only have half of what they do.

Example:

Akward = .5 - .7
Novice = .8 - .9
Efficiently = 1 - 1.1
Skillfully = 1.2 - 1.3
Expertly = 1.4 - 1.5

1-3 = confused about the job.
4-6 = getting the hang of the job.
7-10 = better at the job than he appears.



Parent 1
.5 akward Builder
1 Confused about the job


Parent 2 (identical)
.5 akward Builder
1 Confused about the job

[skill parent 1] + [skills parent 2]/2 = [average of parents skills]
[training mult parent 1] + [training mult parent 2]/2 = [average of training mult]

The newspawns building skills should be half of the average of his parents so noone can ever spawn above .75 wich rounds up to
novice and this will be rare almost everyone will start at akward if this number falls below .5 it will be .5.

your ability to learn a skill should be decided by how high your parents brought theirs up not by their ability to learn. So if you
are the son of two experts and your automatically a novice you will also learn at a rate of 7.5

[sons learning rate] = [average of parents skills] * 10

7.5 means noone can ever have the highest speed to learn when born. I set it up like this because while working on projects both
your skill and ability to learn should slowly raise.

I'm getting kind of tired so I can't think of the equations to balance learning I will add them another night if this isnt shot down as
being too complicated.

The changes I listed so far will add more realism to skill usage and make being young suck a little but make being aged
more fair noone should automatically be born and know how to fight nor should someone be born and never be able to learn
to fight. Everyone should have semi-equal ability to do what they want to do with their charrie but should still have to
overcome some type of skill basis.

also with the added skills two weapons the crossbow and battle axe wont be the only weapon to consider when rich. Everyone will want to consider what roles their skills play in battle to decide.
User avatar
Nakranoth
Posts: 1054
Joined: Sun Jul 16, 2006 4:49 am
Location: What if I were in a hypothetical situation?

Postby Nakranoth » Fri Apr 20, 2007 4:51 am

First... way too complicated... second, it's based off a bad assumption that skills will universally trend to perfect... in many places, most jobs aren't readily practiceable. That means that in that area, that skill is not improving, which means you'll get addicional newspawns with novice skills... You get a touch of natural selection, but actually getting any real natural perfection is practically impossable.
Scratch and sniff text
Talapus
Posts: 1452
Joined: Thu Jun 02, 2005 9:05 pm
Location: Montana

Re: Balancing Skills and Spawning

Postby Talapus » Fri Apr 20, 2007 4:52 am

Spiritus wrote:Right now as I understand it you are born based off of the stats of two people on the land you spawn
this means if they are both expert you are expert. Lets say they are both skillful though this means
very easily you can become expert and then anyone spawned off of you will be expert this is bad
this means the game is unbalanced and eventually everyone will have high skills because the lower skills
will slowly be raised until they don't exist.


I believe this to be incorrect. First of all, the stats are based off of two people, but there is some random variation built in. If both parents are skillful, then the offspring will likely be skillful, but could easily be an expert or just average (and perhaps lower, I don't know how big the variation is). Also, the skill is not based off of the parent's current skill, but off of their spawning skill. So even if a character were to raise their skill from skillful to expert, they would still be considered as skillful for spawning purposes. This very much limits those fears you have about runaway skills.
shapukas
Posts: 535
Joined: Tue Jul 18, 2006 8:31 am
Location: Kaunas

Postby shapukas » Fri Apr 20, 2007 7:43 am

I suggest that evry offspring should have lowest skils. Those skils coud be a little higher if "parents have grate skils. Thus woud exklude suisides. Thos that whant to die, becouse they serch for chars, that have great sthrengh and good fighting abilities. So if offspring whould whant to be a warrior he will have to pracktice an do thal a lot of times. And allso ai suggest that skils whould improove much more faster.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Apr 20, 2007 9:10 am

Does anyone know or have a rough idea how long it takes to improve a skill? I've not noticed any of mine improve, which would mean they are all at their spawned levels
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Fri Apr 20, 2007 9:32 am

One of my characters improved from efficient to expert in tailoring during some years of work. Well, maybe it was decades... But it happened. Also another character went from awkward to novice.

In other hand, another character of mine has been training fighting on and off ever since skills were implemented and is still awkward. So I think it's pretty much safe to say that unless you hit several people a day, you will never improve in fighting unless you were just on the edge of a rank.

Concerning the suggestion, it's too complicated. It might be good and reasonable on some levels but it's too long to read.
Not-so-sad panda
shapukas
Posts: 535
Joined: Tue Jul 18, 2006 8:31 am
Location: Kaunas

Postby shapukas » Fri Apr 20, 2007 9:40 am

What i suggested, that skills shoud improove much quiker. But in that case of nwe char thos skils should be at minimum.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Apr 20, 2007 10:09 am

considering most of the population are under 30, would this have a knock on effect on progress?

Also, what impression would this give new players, who after creating their chars would see they are awkward at everything? If they are all going to spawn with the same skill level it ought to be efficient, but I don't see any problem with the current system to be honest, at least not anything that this improves upon.
shapukas
Posts: 535
Joined: Tue Jul 18, 2006 8:31 am
Location: Kaunas

Postby shapukas » Fri Apr 20, 2007 10:17 am

I'll tell you the problem. Lots of players spown, then strikes them selfs, and if they are week and bad fighters asks to kil them. Then he creates another char. An so on, until he have a good strong person. So, if a group of friends are doing so they can easily create an army whith one goal and very quikely. Maby it could be another whay to change that? Maby if player coud create another char if he looses all of them? Maby that would stop them search for a goog fighter?
Dust Puppy
Posts: 512
Joined: Tue Jun 20, 2006 5:35 pm

Postby Dust Puppy » Fri Apr 20, 2007 11:48 am

I think this problem already has a solution. You can report those who kill their weak newspawns or try to create an army through OOC cooperation with friends to the "Capital Rule Breaches" forum and they´ll be stopped.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Apr 20, 2007 12:05 pm

also, every time you spawn a character, that character blocks a character slot for a number of days, at least 20 but I've forgotten the exact number, so they will quickly find they can't spawn any more characters if they try that, so it's actually a really slow method.

Even if they do get an army out of their characters, they will be caught by the players department as any groups of 3 or more characters belonging to the same player is investigated as it's against the capital rule
shapukas
Posts: 535
Joined: Tue Jul 18, 2006 8:31 am
Location: Kaunas

Postby shapukas » Fri Apr 20, 2007 12:29 pm

Evrything is nice, but if, lets say 5 friends, sacryfices 15 of their posible chars and gets at least 1 good fighter, it is allso wery fast method to create army. Is it posible to investigate if there are rule breach if they uses som programs like skype or mirc, or others? I think it is verry comlikated. So in that case i suggest to make thos skils grow faster and begin whith lower skils. That shoud work only whith newspowns.
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Fri Apr 20, 2007 12:29 pm

shapukas wrote:What i suggested, that skills shoud improove much quiker. But in that case of nwe char thos skils should be at minimum.

Thanky for your nice spelling.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P
shapukas
Posts: 535
Joined: Tue Jul 18, 2006 8:31 am
Location: Kaunas

Postby shapukas » Fri Apr 20, 2007 12:30 pm

sorry
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Fri Apr 20, 2007 12:40 pm

shapukas wrote:Evrything is nice, but if, lets say 5 friends, sacryfices 15 of their posible chars and gets at least 1 good fighter, it is allso wery fast method to create army. Is it posible to investigate if there are rule breach if they uses som programs like skype or mirc, or others? I think it is verry comlikated. So in that case i suggest to make thos skils grow faster and begin whith lower skils. That shoud work only whith newspowns.


assuming 5 people sacrificed all their character slots to get good fighters, they would then spawn in various locations, potentially real life months apart.

To form an army they would need to group their characters together. Any communication outside the game cannot be monitored, but anything that happens within the game can be monitored, so the players department can spot unusual groupings, such as when they finally met up (which as I already said could take months of real time)

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest