Help and hinderence (NOT about dragging)

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

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Crosshair
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Help and hinderence (NOT about dragging)

Postby Crosshair » Fri Sep 26, 2008 4:40 pm

Alright, say in our current system you've three people working on a project.

one is expert, one is novice and the other efficient.

the rate would end up being the sum of these values, but perhaps to encourage diversity in manufacturing (I.E not one massive co-orperation making everything) the rate is determined by the lowest value. So if you take the above example, the project would be completed at the speed of three novices. This may encourage people to keep to their own expertise, and therefore create a little more realism within the game, (Not everyone can smelt iron, sew, and then build a table.) A chain is as strong as it's weakest link.
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joo
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Postby joo » Fri Sep 26, 2008 7:03 pm

This seems a bit extreme, as the novice worker can be just "helping" while the expert does the more difficult parts. But maybe the rate of completion could be calculated using the average of all participant's skill levels.

edit: I do realise that mathematically, the average skill level multiplied by the number of people is equal to the sum of all skill levels, but it may be possible to use some kind of weighted average.
tiddy ogg
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Postby tiddy ogg » Sat Sep 27, 2008 1:06 pm

Nah, more nerfing. The expert may be working slower helping the novice to work better, so overall it should make no difference. If you have to meddle with it, maybe being in the presence of an expert should increase the rate of progression of the lower skilled.
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SekoETC
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Postby SekoETC » Sat Sep 27, 2008 1:50 pm

Yeah, just what I was going to say. The learning rate should go up if the general speed goes down. Although I think people would rather have separate training mode rather than allow awkward people to stall other people's projects without their consent.
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