I think that workers should have levels just like any other job. They would earn XP by hauling, building etc and by leveling up they would increase their health, inventory capacity, building speed etc. (the devs could choose what would increase after a level up) THANKS
one problem of that with the current system is that it will make gaining levels for whatever craft you promote them into much harder to gain.
Well, if the class system is broken down into a skill-based system where skills are independent, it may be feasible to add worker-specific skills that can help even workers train some stats?
I’m sure I’m reading this correctly, and it doesn’t make sense: how letting a default worker max out on his “Worker” levels would cause him to have a hard time in his “Farmer” or other skill tree doesn’t logically follow…it would just leave him as a lvl 0 Farmer like normal, with a lvl 5/6 Worker history (for the off chance you don’t need as many farmers and decide to ‘demote’ the hearthling).
Please correct me if I am wrong as I am not sure.
Unless I understand the current system wrongly the experience required to reach the next class level depends on total number of levels accumulated across all classes (including retired).
i.e. suppose I have the following:
hearthling X totally untrained
hearthling Y trained to lvl 6 footman
Assume same stats etc, if I promote both of them to a new job (e.g. apprentice farmer), the experience required to reach Farmer level 1 by hearthling Y will be more than that of hearthling X ?
if I did not misunderstand the above, my earlier post refers to the fact that if worker levels up by default, it would mean that when I finally promote them to a class I need, the progression of the new class will be slower due to the gained levels of worker?
And actually, I would like all the “class” (actually, dump the classes and make them independent skills that can coexist at the same time) to be independent similar to what you described.
Not sure myself, but I can get single hearthlings to max out on different professions at the same rate as if they had been that profession from the start (wasn’t getting new people in town, so I made my woodcrafter into both a mason and blacksmith within an hour or so).
Sphr is correct here, the experience a hearthling needs to get to the next level is 100*1.1^Hearthling level.
Your hearthlings level is different to the job level, it is accumulative for all the different jobs. I.e a hearthling who has achieved level 3 footman and then level 6 knight will have a hearthling level of 9.
And so if you get a hearthling that is lvl 6 footman, lvl 6 knight and lvl 6 archer, and then try to get them to be a herbalist, it’ll take hundreds of tonics to lvl them to lvl 1 herbalist.
The reason for this is that every time a hearthling lvls they gain 10 health, max lvl is 90, it would break the combat balance if everyone could easily get lvl 90 1250hp Knights.
To confirm it myself again, I did a test and promote a totally untrained worker, and a lvl 6 Carpenter to Farmer.
The following are screen captures of their experience required for level 1 farmer.
it seems my concern was valid after all (why am I not happy that I was right…)
one way to break this strange relation is to abandon “class” and keep skill separate from attribute. i.e. let attributes gain “xp” themselves independently. attributes (maybe endurance?) will affect stuff like hp, while skill level really just represent the skill level. An action, will then reward a hearthling a rational breakdown of skill xp and attribute xp, instead of the abstract “class xp”.
e.g. say a worker works as a hauler. He does not increase any skill at all (assuming hauling is not a skill), but hauling action yields xp to strength and endurance, which when accumulated, will improve them (and assuming hp being derived from stats, will be recomputed/improved as the attributes improved).
Now, when changing the “class” of the worker to “farmer”, what changes is the kind of job actions he will now undertake, it will not affect the skills/attributes he has. However, farmer actions, e.g. “plow field” may give xp for farming skill as well as strength/endurance skill. Since farming skill is literally untrained, it will be just as easy as to improve for a new worker or a worker that has been working for a long time. However, since the old worker has already a high strength/endurance, partly from his hauling days, it will be much harder for those attributes, as well as his derived stats like hp, to improve, compared to a new low-attribute worker.
something like that… stopping before it becomes an even bigger wall of text…