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Tutoring and Leadership |
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Minthos |
Nov 24 2005, 10:58 PM
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PW Programmer
Group: PW Developer
Posts: 316
Joined: 12-January 05
Member No.: 198
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This is an idea for a system where players with high skill can guide and train players with lower skill. I combine the two things because they would be very similar in implementation and most probably affect each other in some way or another.
It is based on my very dynamic idea of how skills should be limited, which I've not yet explained on this forum.
I don't know exactly how it should be implemented, but let's say a party leader always is the "leader/teacher" for everyone in the party. If the leader/teacher has a skill higher than his students/followers, they get a to their effective skill level when they use that skill. The leadership bonus should be dependent of the leadership skill of the leader and the difference between the leader's skill and the follower's skill, but maximum let's say 20% (depending on how much skill points matter in actual game play). The tutoring bonus should be similar, but higher (max bonus perhaps around 100% somewhere, if the master has both the skill you train and tutoring skill at very high level, and the student is at least 30 skill points (if 100 or so is about max) below the master).
Should teaching be allowed without actually doing anything?
Well - if it should, then something should also be done to prevent afk learning. I suggest a limit to how much you can be taught - that you can sit with a tutor and learn let's say max 5 skill points in a specific skill before you have to go out and actually practice your skill on your own until you have gained some skill, before you can benefit from more theory from a master.
Leadership and tutoring skill should increase when used, just like all other skills. A player should get to choose whether he wants to focus on leading and/or teaching, and doing either should drain his mental capacity. Higher leadership/tutoring skill should increase the number of people he can instruct at once and the effectiveness of his instructions, and decrease the energy he has to spend to instruct.
A leader should also recieve a little bit of skill in return when he instructs people, to a maximum of let's say 5% (max 5% of the tutor's skill points can come from teaching others). So if you want to reach maximum level in a skill, you instruct someone in it, at least a little bit. But then, with my skill system, the maximum limit for a skill isn't a fixed number but rather a result of several variables including your skill points total in all skills, so if someone wanted to focus on one skill only, they could probably achieve higher level in that skill than someone who trains a lot of other skills as well, such as tutoring and leadership.
As I brifly mentioned, the number of people a leader/teacher can instruct should be dependent of his leadership and tutoring skills, and if the limit is exceeded, then the amount of bonus should decrease drasticaly.
I haven't given this a lot of thought, and of course the formulas and variables depend on how the rest of the game and skill system works, but this should be a decent description of what I have in mind. Maybe some kind of system with formal apprenticeship or leadership ranks is in place.. Ideas are welcome :)
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exocrine |
Nov 26 2005, 05:42 PM
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Veteran
Group: Members
Posts: 144
Joined: 25-May 05
Member No.: 509
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I think that a teacher/student system could work really well, but there are a few things I'd be concerned about.
I'd have to say not. Being able to gain skill just by sitting around screws up the balance of risk vs. reward. In any given situation, more risk should mean more reward, less risk = less reward, no risk = no reward. By allowing a player to gain skill without really doing anything, you're giving them a reward without any real risk (or effort, for that matter).
The other thing is that teaching/learning should not be so efficient or heavily bonused that anyone who doesn't take part becomes hopelessly outpaced. Or that, for what ever reason, it becomes the only viable playstyle.
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In regards to your rough draft system, are you suggesting that the teacher/leader get these bonuses as well as the student/follower? That doesn't seem to make sense to me. Shouldn't the teacher/leader be less effective (and learning less) than he would normally be? After all, in addition to doing his usual thing, he has to instruct or lead as well.
Anyway, any specifics about a system like this are dependant on having a skill system to base it on. So hurry up and post about your skills idea already, inquiring minds want to know. Then again, I'm one to talk... I have 11 unfinished ideas saved as txt files on my hard drive. :)
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exocrine
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Minthos |
Nov 26 2005, 08:12 PM
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PW Programmer
Group: PW Developer
Posts: 316
Joined: 12-January 05
Member No.: 198
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In regards to your rough draft system, are you suggesting that the teacher/leader get these bonuses as well as the student/follower? That doesn't seem to make sense to me. Shouldn't the teacher/leader be less effective (and learning less) than he would normally be? After all, in addition to doing his usual thing, he has to instruct or lead as well.
No, that's not what I'm suggesting at all. I'm suggesting that the teacher/leader gets his very own, very small, specific bonus as experience from leading/teaching, in addition to the skill points he get in leadership/tutoring skill.
I also mentioned mental strain for the leader/teacher, which is an important part of my skills idea. I don't know exactly how it should be implemented, but increased mental strain should make him generally slower and less effective at everything he does, because he has to focus on multiple things at once.
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exocrine |
Nov 27 2005, 02:16 PM
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Veteran
Group: Members
Posts: 144
Joined: 25-May 05
Member No.: 509
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Ok, I had a little trouble understanding your first post, so I wasn't sure. What you mention is pretty much what I was thinking myself.
On the subject of mental strain, ironically enough one of those 11 ideas of mine deals with that. But in the interests of preventing a thread hijack I'll leave the specifics for another time. :)
Getting back on topic though, I think teaching and leading should be more seperate than what you seem to be suggesting. Instead of teaching in a regular group, I think it should be done in a smaller specialized "class". This leaves Leading as the default role of whoever is the leader of any given group.
Forming a Class would be an ability unlocked through the Teaching skill. A class would form in the same way as a regular group, but only those players the teacher can teach are able to join the group. Each class would be focused on a single skill, for which skill growth rates would be boosted for all students based on the skill levels of the teacher and the number of students. That is to say, that a single student will learn faster than a group of three students. The more students a teacher is instructing, the smaller the bonus each student recieves, the worse the teacher's own performance is, and the more mentally draining it is. However as the teaching skill improves, these side effects lessen.
The same might also apply to a Leader, with larger groups being harder to manage. Or instead of a passive bonus based on skill level, perhaps as the leadership skill increases, it unlocks group-focused abilities?
A nice side effect of having Leading be mentally draining is that the big, dumb "tank" types will naturally make for poor leaders, while a quicker thinking character will excel. Just like in real life.
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exocrine
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