Well I have to be getting REALLY close to something workable if most of the stuff @Xavion has questions about is intricate gameplay stuff haha.
That’s a pretty good idea; I think our current thinking is that once you pair two people up it’s kind of like a tribal marriage and they would stay together until death? Not sure if that would be too limiting but with retired tribesmen being turned back into “workers” you would have a “worker bee” pool that recycles which means you could class up more of your villagers without too much fear of not having anyone to do the grunt work.
That one is a bit misleading as it’s really the only one now that starts in tier 2; I might just put him in Tier 1 and have him progress through Tier 2 without a name change. He doesn’t really “upgrade” from the Carpenter he just comes from any Villager and the Carpenter makes the thing you give to turn a villager into a Scout.
Aye that would be something that we really have to fine tune through gameplay right now we don’t really have numbers for that part; that will have a bit to do with the max levels for our classes I think as well. I’m thinking I want to separate age from level; so that way you could get a Master Warrior (Max Level) but you could continue to push him beyond that he wouldn’t gain more levels but his stats would still increase. That would give you the option to really fine tune and go for that even bigger reward; as they should be somewhat into their “Prime” age wise when they hit max level the more you push for stats the higher risk they’re going to die.
I think our group had some mixed ideas; programmer thought we were talking about stat dependencies which caused quite a confusing discussion yesterday when I typed that up. A friend of mine and I figured the stats would just be a nice bonus and the key was master level class pairings; I thought age and level was separate and I don’t think that’s how he is thinking. As it’s laid out now there would be two random inherited T2 classes from a T3 pairing of the possible 4 so a T3 can make more T3’s but it wouldn’t be a guarantee and might not be the same but pairing two T3’s of the same class would most likely yield another T3 of that class; they would also have to be Master level I think? Otherwise it might be too easy to get more T3’s. Might look into stat dependencies (programmer would probably love that) but I don’t know how that would work with percent based stat bonuses; I actually don’t know how those will work in general they could be too strong. I’m hoping it won’t continue being additive in that you would have to continue pushing past the normal limit to keep making it additive; possibly risking the entire bloodline. They’d be somewhat older when they started having kids and thus a risk right from the start and if you only had one good one with a decent percent and he gets waxed; then maybe dad/mom dies from a freak accident or just passes on poof that bloodline is gone; that sounds harsh but it should be a risk for pushing for more stats.
The Farmer and Carpenter just kind of progress into Tier 2 without a name change; I see them as integral to your city and you should always have some around. They would just start unlocking T2 type recipes and keep getting better throughout their career; most likely an Inherited Carpenter would have all the recipes of his parent when he turned into a Carpenter. I think our T3’s are probably going to be pretty close to a kind of super class but I wouldn’t rule out a couple that are a bit above the normal T3’s; those might be the cross race T3’s where if you decide to trade with the new people that like Monkey’s instead of attacking them you could mingle your classes with theirs and vice versa if you started as the other race.
Talisman’s are just what @Tom refers as the things you equip to turn someone into a certain job/class; so for a Warrior it’d be a Spear+Shield, for a Blacksmith it’d be a Stone Hammer, et cetera. At least that’s what I heard them called in one of the live streams.
As of right now I’m hoping those are all of the “base stats” but we’re tossing around the idea of skill stats like Aim, Swords, Blunt Weapons, Crafting, or something but I’m not sure how those would work or if they’re needed; if they’re added would they be passed down? Stuff like that. Those base stats should cover all the normal RPG type stuff; maybe an even number would make more sense but I couldn’t come up with something that wasn’t redundant.
- Coordination : Covers everything related to hand eye coordination related like shaping things in crafting, hitting vital points in combat, shooting an arrow where you want, et cetera. (I guess the examples are already there.)
- Stamina : Stamina covers being able to keep active for long periods of time, being able to take more of a beating, and your ability to fight off poisons and diseases. (Higher base health, better resistance to disease, poisons, and voodoo magics that affect the body.)
- Strength : Pretty much covers everything related to body strength, ability to do good damage with a physical weapon, carrying and lifting, drawing a bow. (Base melee damage, faster carry speed, longer range and more damage with a bow.)
- Charisma : Is how likeable and friendly you are, lets you make better trades, helps with animal training/taming, and other things related to social ability. (Sells for more profit, tames faster, better bonuses for pets, better trades for new recipes.)
- Agility : Amazing foot work, dodging, and overall ability to move and react quickly in different terrains and things like climbing. (Examples Dodge skill, Terrain Navigation, Climbing, Parry)
- Intelligence : Ability to think ahead, think of new things, learn faster, and understand more complicated recipes and voodoo magics. (Example would be stronger spells, bonuses to complex recipe products, and increase crit chance for spells.)
- Wisdom : Ability to think back on history, remember rituals and remedies from the past, and general ability to retain knowledge. (A specific example this would increase your “mana pool” to cast more spells and make an herbalist remedies work longer for a better chance to fight off a lingering disease? Something like that.)