Job Exp/Levels/Prestige!?

    This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

    • Job Exp/Levels/Prestige!?

      This idea has been around and suggested to many different communities, but never actually implemented or accepted but like twice. Master had a dynamic roleplay mod which was really fucking fun, but took hours upon hours to setup and learn, and then roflcopter had something similar, but again it was way to in-depth for any actual player to learn. This idea is completely experimental and should be developer over a long period. It would be more than alright to put this idea aside to fix other issues, but this is just a little note.

      Job Exp:
      The idea behind Job Experience is to add something to do while playing jobs, almost like side quests (optional) while doing a job to earn the experience. Only 1 side quest per action. If you are hacker for example add an optional side quest that allows you to keep doing number sequences, and gain Job Exp for the amount of solved sequences, but if you fail one gain no experience, this should not replace the money making aspect, only the Job Experience aspect. I will make a complete list of job side quests below all the explanations.

      Job Levels:
      Job levels should be a logarithmic measurement "f(x)=ex" of how efficient someone is at doing jobs. Job levels should have a level cap 50 or 60. Job Levels should have added stat bonus' that will allow a small, but noticeable change in the job. I will put an in-depth list of things per job below all the explanations.

      Job Prestige:
      Jobs Level should get to a point were it is extremely hard to earn experience, that is where Job Prestige comes into play. When a player reaches the mid way point of a job, they should be given the option to do a full job reset, effectively allowing them to restart from the beginning. When a player chooses to do a Job Prestige the player should have a prestige menu. The prestige menu should allow players to select one stat to permanently increase for All Jobs. The way the stat bonus modifier should be determined is through a percent increase of however much Job Experience, and Job Level Gained as a combined total. This should be a way for players to progress through their job and surpass their previous Job Level they got stuck at. To Clarify a bit, it takes into account all Job Levels, with current Job Exp. An example should be every 25 levels you gain 1 point to prestige with. This can be spread across multiple jobs, or a single job.

      I am making a spread sheet for base job stats.

      docs.google.com/spreadsheets/d…Z7t-cAiM/edit?usp=sharing - Base Job Stats

      Explanations / Key:
      Ticks are updates. for the robber, you get 4 base ticks so you can update 4 different times. Ticks do not have to be ever second, but should be between 5 to 15 seconds.

      Ink per Minute is how much ink is required to keep the machine running.

      Cooldown is how long until you can repeat the jobs action, it will always be in seconds.

      Job Specific explanations

      Stripper - (This will be long-ish) a session is how many times you are used, Energy is a numerical value that decreases every time you do the action, but recharges over time. Energy should restore every 3 seconds of non-job related actions.

      Drug Runner - A run is how many runs you do (successful or not) and requires energy to preform a run.

      Medic - Healed is how much health you restored, Tick per Health is how many ticks required per health restored, amt/level is how much Health you can restore, so level 1 you
      can only heal 35 hp.

      Bounty Hunter - Multiplier per level is how much you multiply the base bounty $ by, ex (200 for someones bounty, when bounty hunter multiply 200 by 2 to get the money earned). Crime reduction per kill is how much crime you lose for cleaning up the streets.

      Stats for leveling up

      Hacker: Pretty much stays the same, every level should increase the amount of rare items found by 3% and decrease the cooldown by 2 per level.

      Robber: $/Tick should be increased by 10 every 2 levels, cooldown/rob goes down by 2 per level, and tick per level should increase by 2 every 5 levels

      Drug Grower: Growth/min should be increased by 4 every level, and max grams should increase by 25 every 2 levels

      Counterfeitter: $/tick should be increased by 2 every 2 levels, crime/min should increase by 25 every 2 levels, max $/level should increase 75 every 2 levels, and tick/level by 5 every level

      Medic: $/healed should increase by 1 every level, amt/level should increase by 1 every level, cooldown decreases by 2 every 2 levels.

      Stripper: $/session should increase by 3 every level, energy a session should go down by .5 every level, energy per level increased by 1, and cooldown decreased by .5 ever level.

      Drug Runner: $/run should increase the min by 5 and max by 15 every 4 levels, energy per level up by 3 every level.

      Bounty Hunter: Multiplier per level 0.25 per level, max of x12.

      Prestige Stats

      This affects every Job and you can choose one per 25 levels, max of 3 prestige's (reset wisely)

      Money Earned = +5%/+8%/+11%
      Cooldown Reduction = 2%/4%/6%
      Crime Reduction = +4%/+5%/+6%

      Or

      permanently increase wage per minute by 3%/5%/8% (round down if decimal) //Not sure if completely possible, if not ill update this.

      Side Quests
      hacker: "Welcome to the matrix" allows you to keep doing number sequences, and gain Job Exp for the amount of solved sequences, but if you fail one gain no experience.

      Robber: "Fast fingers" must type a string given to you in chat in under 7 seconds, if successful add an addition 100 dollars for your heist and give 1 experience (Case Sensitive) if fail no exp, and lose bonus.

      Drug Grower: "AFK!?" when prompted in chat, stop all movement, and be afk for 30 seconds, if successful enable drug mode for 5 seconds (and add 1 exp).

      Counterfeitter: "Loads o' Dosh" when prompted add ink and paper, if successful 1 exp and increased print time for 3 ticks.

      Medic: "MEDIC!" Go to the targeted person to heal, if successful reset cooldown and add 1 exp, if fail add 15 seconds to cooldown.

      Stripper: "Tip?" The customer can tip you up to 3 xp if satisfied.

      Drug Runner: "Jesse Pinkman" opens a menu with 3 options, 2 are false, one is Jesse Pinkman's Quote from breaking bad. Gain 2 exp if successful.

      Bounty Hunter: "Han Shot First" Kill your target in 1 hit, gain 5 exp if successful.

      Closing:
      That is all I thought of for now, ill updates if someone suggests a better idea or whatever. I hope this is taken into extreme consideration before implementing, because once started I kinda want this to be finished, so if it wont be finished do not bother starting then :/.

      The post was edited 5 times, last by xBio ().