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School/university/college/training courses

20 replies in Suggestions and Bugs

Demi Lune's avatar

Demi Lune

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Opening post by Demi Lune

May 03rd - 10:26

Hmm, so I was thinking about how long term goals really help me to stick around in games, and remembered this one game I kinda hated, but played anyway just for the sake of this school system it had going on.

Basically, you got 5 hours of study time each day. Depending on your studying skill, which went up by studying, obviously, you would get more benefit from those hours. While it sucked to only get 2 hours worth of studying done with those 5 hours, it was gratifying to work my way up.

There were different classes you could take, one of which just raised your health a little and could be completed as many times as you wanted, then others with specific benefits like unlocking a certain area/feature, or getting a discount in shops/making new equipment available.

Now, I'm not saying we copy this, especially since the school thing is a staple of the crime game (you know, the kind where you have nerve, mood, adrenaline, never know how much experience you have and just randomly level up, etc.) genre. But, since the schools are already in place, I'm sure there's something we can do with it.

Courses could take a set amount of real life time, or you could make a schedule to split your time (either a "currency" of sorts that replenishes daily, but doesn't accumulate, like the game I mentioned, or just some kind of schedule like day 1 is "Monster Chemistry", day 2 is "Shopkeeper Psychology, And How To Exploit It", day 3 is "A Treasure Hunter's Secret Weapon", repeat), or actually, a better idea of that.

Say "Monster Chemistry" class meets monday, wednesday, and friday. "Shopkeeper Psychology" meets tuesday and thursday, then the "Treasure Hunters" meet saturdays, while sunday is always a day off. If "Effective Worker Management 101" is on tuesdays and wednesdays, you can't join it until you clear out your schedule for those days.

Classes with good rewards would meet less often, and have a higher mark requirement to finish. "Monster Chemistry" might give you a tiny bonus during dual-monster splicing, and need 100 points to pass. Meanwhile, "Treasure Hunters" might give a bonus to the chance to find items, and need 700 points to pass.

I'm trying to think of a way to implement marks in the form of a percentage, like you only need 85% to pass, but I can't think of how that would work. I don't think the marks you get each day should be slightly randomized, and I'm not sure about needing player input to get marks and being graded on that, either... That would be like making twenty roleplaying quests.

One possibility would be a cash/bragging rights item given depending on when you "take the final exam." 85% gets you a certificate, worth next to nothing. 90% gets you a plaque. 95% is an award, 100% is a trophy.

In this sense, course time would be spent studying for the final exam, and you could "drop" the course at any time by taking, and failing, the final exam.

Other possibility, a bonus that reduces the mark required by a certain percentage. One, it could be a quest reward from the university in the most appropriate city. Two, a reward from a specific high end class, or a chain of classes. 2% less for the first class, a month later, you can get another 3% from another class, etc.

Three, the more classes you complete, the better you become as a student. The more your "student level" or "academic prowess" or whatever you want to call it goes up, the lower the amount of marks you need to get goes. Higher level classes would need to take that into account with the marks required, but that goes without saying.

The classes could open up from different conditions. I'd say, first of all, that they should all require a certain trainer level. Beyond that, there's different options.

"Effective Worker Management 101" is the preliminary worker class. Once you've done that, make it to trainer level 5, and bam, "Effective Worker Training 102". Level 10, "Effective Worker Morale 103". Basically, think a technology tree from an RTS. "Effective Worker Morale 103" and "Shopkeeper Psychology, And How To Exploit It" might open up "How To Feel Better About Yourself In Just Ten Days".

Or, quest rewards. You help out a professor with an experiment, he promises to teach you how to synthesize a new, more durable, type of crystal for single-monster splicing. "Mineral Structural Integrity" course opens up.

There's also the choice of restricting, or at least unlocking, classes by location. New Orsa's school isn't going to teach you "Steampunk Physics 103". Propton's teachers may not waste their time with teaching you "Monster Chemistry", however, so keep that in mind if you plan on taking "Manta Studies, And Other Phenomena".

Class rewards could be pretty all over the place, but a repeatable class like "Peer Helping" to get trainer experience would be useful, although you may prefer to ration trainer experience to make sure nobody ends up maxed out in Mar'Muras. At the end of the day, it all boils down to what wouldn't break the game, which I can't really calculate on my own.

Then again, maybe you've already got plans for the schools. But I had this idea last night, forgot about it, thought about it some more this morning, then forgot again, and then remembered it about half an hour ago and spent nearly all that time typing this up. At this point, it'd be a waste of effort not to put this out there! >.>
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.

Replies

Vael Victus's avatar

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Reply by Vael Victus

05/04/2009 14:27

You know what, I almost typed up saying how I don't think it'll work... but by Mokal, I think we can make it work.

My only fear is that it would add too much complication to MonBre's current system. I took out the city system and explained things better because I didn't want to discourage newbies.

My current goal is to make the game deep without complicating it. A good example of a game that does this is WoW, which when you start out, you're just a dude. You get to level 10, you get talents. Level 15, first signet thing. 40, mounts, more signets, etc. As you go on the game gets more complicated.

But I am loving this. I am. I am... this finally gives me that money sink I've been needing. Most of the top players we have now have around 100,000 bux, and with the new additions in the patch, I think getting money may now even be easier.

So here's what I propose:

Your ideas. I LOVE THEM. It sounds so cool when I look at your course names like "Effective Worker Management 101" and "Manta Studies, And Other Phenomena". And it pains me to know that I won't be able to make this for a while... unless I have some help.

Here's how the system works.

Only cities have schools. New Orsa will either have no classes, or a single class. I'm still deciding. I do not want to scare off the newbies. I kinda like the idea of your final exam stuff, but really, I'm one guy, I have tons of things to code, and I think it would end up just irritating people at the end. So I think how I will make it work is that you click, the game simulates when your class will be done, and then you go back to that class (a little home ticker will tell you when your class is done) and you'll get the effects of the class, along with a description of what happened at the class. Like a quest would be.

So, I'll need your help. You obviously have some creative skill and understand how MonBre's lore is. Do you want to help me with class names (and what they do) and descriptions?

I think we could get this out in the first week of June if you're up to it.
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
Demi Lune's avatar

Demi Lune

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Reply by Demi Lune

05/04/2009 16:08

Would the classes be done by days, or by actual time? I'd prefer days, personally, because there's less "competition" of sorts that way. If you say this class is done in 72 hours, then it's like "oh god I have to get on otherwise someone else will be ahead of me."

Then again, they probably won't be like "+10 to a monster's strength" or other benefits that would give you a huge advantage, so actual time might not make a huge difference. It would allow a bigger range of classes, too, like a cooking class that lasts three hours and just gives a bonus to your health/mood.

Would you need to attend the class multiple times to get the full benefit? Like, take this class three times, each time taking x hours, and only being able to do it every y amount of days? Or just one 3x amount of hours?

As in, you can take the course every 3 days, and it takes 8 hours each time. Grand total of 24 hours, over the course of 9 days. Or, you do 24 hours flat, as much as that makes absolutely no sense.

I'd love to help with that, I'd just need your opinion on what kinds of benefits would be fitting. If you designed the economy around having a low amount of monster drops, then obviously there won't be a class chain that gives bonuses to item find chance. But, something that gives a bonus to item find chance while sneaking, or increases the chance of finding a monster while hunting...

New Orsa and the first few cities could have the most basic of the basic classes. New Orsa could have An Introduction to Adventuring, featuring a "famous" washed up trainer as the teacher. You would need to take it to do any of the other courses, and it could make for a good tutorial.

How averse would you be to adding quests that unlock classes? For example, meeting a farmer in Silvamed or something who, when you finish his quest, would move to Arbustus and unlock the How To Make The Most Of Your Feed class. It could end there, but you could also take that and use it as a preliminary to the working classes and stuff, since farmers are kinda like workers and economists at the same time.

If it doesn't really fit to have a big farm near Silvamed, then maybe someone in the tavern in New Orsa would ask you to deliver a letter to their friend, a farmer from Arbustus, who liked to go for walks around (x),(y). The quest in the quest log would have the co-ordinates listed in case you forget.

As far as how many, and where, the classes are, it depends how long you want people to spend in each place. Do you want to have 20 classes in Decerto for the people who finish the campaign? Or do you want them to take a break in Mar'Muras and take advantage of the knowledge they've gained through reverse engineering?

All in all, I'd be more than happy to help out, though I don't have much of a schedule per se - I tend to be home by 2:45 AST every day, unless I have to work later, which means I wouldn't be around until 9:20 AST counting the way back home. I've got a fairly open schedule this month, but that also means other things are being scheduled to take advantage of that.... But it's not like I can't think while doing other things.
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/04/2009 19:14

I just figured I'd set up a little ticker, it wouldn't be static. It'd be right up to the minute, so like "Your class will finish in one hour, 40 minutes". You can only take one class at once, and actually... hmm, I don't know about partial studying. I think that would be good, we'll see how it goes.

The stuff like +item chance while sneaking, great. The main hard part behind all this is actually making everything, like I'll have to go to the actual sneaking code, query the server, give them that much more chance. It's fine, it's just, that's where the problem lies.

So the idea I had for classes would be things like chemistry, where you'd get an option at the lab to go and engineer SRP into an SRP injection. (not sure if you're familiar with that item, but we have it) Another would be that working one you mentioned, and another would be one that totally just gives you trainer exp. Don't be afraid to suggest things that require custom-coding, most things usually aren't that hard for me to make. Even SRP injection creation, I estimate I won't spend more than an hour perfecting the code. silly emoticon

And really, I'm in no rush. I plan two bursts of ad campaigns, this one in May, and July. If we can get this out before july, that's fine with me. silly emoticon

EDIT: oh rite, I forgot to mention... you don't know the story yet! ^_^; but all trainers have taken the trainer test to become a breeder.
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us

edited once on May 04th, 2009 19:18:52 by Vael Victus

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Demi Lune

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Reply by Demi Lune

05/04/2009 19:39

Yeah, I didn't think a base +item chance would work well, which was why I suggest augmenting the abilities already given by sneaking/hunting. I'm not sure what you could improve about normal, though - increased energy regeneration, maybe?

Turning SRP into SRP injections - awesome, I love it. I could level my workers without using them, and keep my explorers from power leveling! excited emoticon Would higher levels unlock better injections, like with a better rate of return, or just bigger ones?

Also, would benefits to other parts of the lab be out of the question? I'm assuming splicing is all balanced around the bonuses that are currently available for skills, so I wouldn't want to throw that off or anything.

Making specific items like that would be really neat, though. What about a healing item of some kind? Though, that could be from a biology style course. Herbology or something, and you get a herb of some kind that would heal your monsters when you feed it to them/crush it up/make it into a salve/poultice/etc.

Oh, there was an idea I had that was crystal related... Would an improved homestone break things? Say, one that can remember two/three locations. That would be well worth a long time spent in a class.

I think there could be some nice one-off classes like that. Things as useful as skills, but requiring an appropriate amount of work. A Merchant's License from a week long Entrepreneurship Seminar, which lowers shop costs by 5-10%?

Oh, lololol. A class in New Orsa that improves your chance of winning Knucklepally? XD Completely optional, but taking it is almost autowin compared to the regular chance.

Popular Locomotives Convention (Popular Mechanics, lol, and also I couldn't think of anything to go properly with the reward so I picked convention), which gives you a Popular Locomotives Subscription, lowering train prices.

Captain Cod's Deep Sea Diving (Tintin, anyone? also, cod are apparently from the same family as haddock, so it's all good) where you "acquire" a Mariner's License and get lowered train prices.

Then again, we could just use Cap'n Summinorother, or whatever his name was. I just felt like referencing Tintin XD
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/04/2009 22:14

Yeah, I do like those ideas, I'm just a bit meh about things the trainer doesn't actually learn, like how would the classes work out for trains, and boats? Even for splicing, the lab girl does most of it. I think if I had better trains and boats, they would be quest rewards or something, hell, maybe even another money sink.

Mostly things like the homestone having two locations, that's neat. Maybe extreme teleportation so eventually you don't even need to use a teleporter.

Things like knucklepally too, that's great! I can already see it, a class for 2,000 bux that takes 4 hours to complete, and you have a much better chance of winning.

You are a wonderful think-tank. Good girl.
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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Demi Lune

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Reply by Demi Lune

05/04/2009 22:35

Hmm, true, those would work better as quests than classes. I was still thinking along the lines of courses, partially, with the difference being that a course is much more general than an actual class.

Maybe you could... Dare I say it? BE YOUR OWN LAB GIRL. HELLS YEAH. Would require several training classes, however. Cheaper, but weaker to start off with, ending up slightly more powerful after you take all the classes.

Focusing your inner manta to teleport? "Meditation, Translocation, And You"?

Thinking and talking are my two strengths, though I suppose talking is only because of thinking. Either way, it's the only help I'll ever be able to give excited emoticon

*continues to be entirely male in every way*
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/05/2009 12:05

I like that meditation, translocation stuff. Very very good.

Good man.
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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Demi Lune

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Reply by Demi Lune

05/05/2009 19:25

How many tiers of classes would you want? Or would it depend on the bonus?

Like, you might have 5 different working courses, but only 2 sneaking courses. Or, 5 sneaking course, with the bonus split between them.

Trainer exp course, possibly upgraded in higher level cities: Breeding Buddies (lol)? Description, approximately: "While it is aimed at newer breeders, older trainers are encouraged to come help out the rising stars who opt to take this class. Who knows, you might even learn something yourself!"

Actually, going with that theme, higher up trainer exp courses could involve teaching somehow. "The More You Know": You think you're so hot, with a couple of badges under your belt (placeholder for a better description depending on whether you think of the badges as pins or some such like in Pok�mon)? Luckily for you, more experienced trainers are willing to suffer your attitude to make sure you don't repeat their mistakes.

Peer Helping: "Now you're getting the hang of this breeding thing. Help out some breeders in *insert city where The More You Know is at*, and swap stories about the exciting life of a breeder. Plus, you'll even make some cash doing it!

Sadly, transportation won't be free, so you'll spend that money and more getting to class every day..."

The Joys of Teaching: Show a group of youngsters the ropes, and if you have the time, teach them a bit about monster breeding! More fun than educational, this class focuses on the more recreational aspects of monster breeding. Still, it's good practice for being around gentle monsters who never fight a battle in their lives.

Curriculum Contract: Spend some time planning the curriculum for another class! The teachers who use it will be grateful for your expertise, and you'll be grateful you're not a full-time teacher.

Research Monster Growth: Chemists, biologists, spiritual theorists, and Breeding Professors (if you have Professor Oak style people in the MonBre world) have all tried to figure out how, and why, monsters can grow so drastically through combat. Maybe by joining them, you'll learn something about what makes your monsters tick...

I got home around an hour and ten minutes ago, reheated yesterday's pizza which took 5 minutes, ate it which can't have taken all that long, then spent the rest of that time thinking this up. Here's to hoping forced creativity works out better for me here than it has in the past D:
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/05/2009 22:50

Yeah, those are great! For the tiers, I'll just have whatever I feel is balanced for the game. The beginner courses will be cheap and easy, stuff like Arbustus and New Orsa. For example, I already know that free teleport thing will be at least in Propton.

As for the description - it's great, but the main working part here in terms of creativity would be actually writing the classes out like I would a quest. I suppose maybe we only need the descriptions like you have there, and they'll just get the class and that'll be that.

What do you think, do people really need to read what actually happened in the class, or should the descs. like the one you wrote be okay?
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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Reply by Demi Lune

05/06/2009 06:25

Oh, having a written thing for what goes on in the class would be awesome. I've got some hands on experience trying to "teach" little kids from a summer job I had during high school, so I can relate to that XD

Would it be a bunch of different "events" that can happen during the class, or would there be a set progression?

Say, for Research Monster Growth, first you go and are given your labcoat and set up with a partner, then you realize there's something strange happening inside the monster you're studying after it fights (possibly related to someone talking to it? or would monsters be able to beef themselves up on their own?), then you and your partner work on a way to extract some of the anomaly, then you study it, test it, and realize you've just extracted the monster equivalent of growth hormones?

On the other hand, separate events that just randomly happen and have little to no effect (or possibly a very large effect, depending on how nice you feel) like "you went to the lab and caused an explosion! You apologized profusely, then went home in shame." "You studied your eyes out today, and it took three biologists to put you back together again!"
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Vael Victus Administrator

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Reply by Vael Victus

05/06/2009 15:03

Haha I don't think the events are really neccessary. The main problem with writing the quests is I'd have to write them... unless you want to, which would be great. And no, you'd just go there and complete the course after x amount of classes you took, but honestly if you're up for it, I can always make it so there's a bit of a class even when you don't complete it.

If you're going for a writing career in college, or something... I think this would be good practice!
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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Reply by Demi Lune

05/06/2009 16:38

I'd like to write them, I'd just need to find the time first... Then again, I've had no problem with avoiding other things and instead using my time to write this stuff up. I can't really say yeah, I'll have this all done by next wednesday - but I can give you what I do write when it gets done. We'd just need to more or less finalize a list of initial classes, because obviously more could be added in at a later time.

"And no, you'd just go there and complete the course after x amount of classes you took, but honestly if you're up for it, I can always make it so there's a bit of a class even when you don't complete it."

Not quite sure what you mean by that... Enlighten me XD

I'm really not sure what exactly I'm studying for, I'm just kinda keeping my options open >.> Through various loopholes, I haven't had to declare a major yet, but it's kinda a tough decision because I'd like to balance a career I enjoy with a career I can actually get. I can't see myself getting anywhere with an english degree, at least not where I live, but I can't see myself doing any of the things I'm good at... Science and math suck so much D:

It would be great to put this in my portfolio, when it all gets done... If only I thought I'd have a reason to MAKE a portfolio.

Oh, and just a note, you are allowed to make 6 more posts before making yourself exempt from post count somehow.
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/06/2009 18:09

Haha, damn! I have 1333 posts, as of this post. Even on the chacha forums I've only got like 400 posts since september.

I can make a full list of classes on Saturday.

"And no, you'd just go there and complete the course after x amount of classes you took, but honestly if you're up for it, I can always make it so there's a bit of a class even when you don't complete it."

By that I mean "You go there, and a class may take three times to fully complete. If you want to write a bit for each of those times, that's great, but I think it may be a bit much for you."
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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Reply by Demi Lune

05/06/2009 18:37

Well, that's since september, MonBre's been here for, what, over a year now? Makes sense that you'd have more here, not to mention the fact that you're the owner and have to reply multiple times to all the bug reports...

Alright, send me a full list of the kinds of classes you'd like, and I'll write up some names and descriptions. I'd like to write a bit about what happens during the class, that's kinda what I think about while writing the description, so it's not too much more effort. I'm not going to write a novel for each class, just enough to explain the idea I had in my head when I thought the class up.

I can't go anywhere this weekend, although there's the offhand chance a few people might be hanging around. But, I'll be home around 4 pm AST on saturday, and could start working on those. Long story short, this is an ideal weekend for me to work on this, given my work schedule.

List of class ideas, subject to change depending on whether there's actually room for the classes:
Chemistry 1-5
Biology 1-3 (starts after one or two chemistry classes)
"Physics" 1-2, more if there's room/a use for them (would be pretty steampunk-esque, should be fun to write)
Manta Studies 1-x (x being how many things we can think of improvements for)
Working 1-5 (Penchant For Profit should totally go in there, what a kick ass name)
"Teaching" 1-5 (trainer xp classes)
"Exploring" 1-3 (first one would give a bonus to normal, second to hunting, third to sneaking)
Knovice Knucklepally Lessons (possibly... advanced knucklepally lessons? O.O Now, a knucklepally tournament quest...)
Battle lessons 1-x (would depend entirely on their effect, still thinking about that one)
Unique classes that give sweet effects, probably with prerequisite classes (SRP injection creation might go here, or might go in chemistry... homestone upgrade would go here, other epic ideas)

This list is in no way final, and I'm sure there's something I'm forgetting, but I'm sure Vael can check this over for me.
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.

edited once on May 06th, 2009 20:06:47 by Demi Lune

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Reply by Demi Lune

05/10/2009 11:54

Partially for the sake of a bump, partially so I can remember for later.

Two ideas for the middle chemistry classes, although I don't know where they should go, I was hoping to ask you about that:
A class that makes single splicing crystals cheaper, no name yet because I'd need to know where exactly the crystals come from to think of something good
Minreal Structural Integrity, to make the crystals (or at least, some of them) stronger, no clue yet how it would make sense but again that'd be easier if I knew more about where they come from
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/11/2009 12:33

In case anyone's wondering, we're taking this in instant-messaging and just posting a lot of it for you all.
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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Reply by Demi Lune

05/11/2009 14:56

I wasn't sure if you'd want me to post everything. I can do that if you don't mind, it'd be a useful way to make sure nothing gets forgotten.
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
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Reply by Vael Victus

05/11/2009 18:08

Go for it.
MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
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05/11/2009 20:42

Classes so far, with a semi-working numbering system so I can keep track of them. This isn't all the classes that'll ever be put in, and there's going to be more to them than this. I plan on writing a story, sorta, to go with the classes, so that they actually make sense and stuff.

You know, in case anyone comes and reads this thread instead of being all tl;dr.

Manta stuff 1: Manta Manifestations, And Other Phenomena: You know the thing that goes bump in the night? The one that lives under your bed, or in your closet? Chances are it�s just a manifestation of some rogue manta. If you�re taking this class, then you�re as interested as we are in figuring out how and why this happens. It�s not an exact science, or even science at all... As long as you have fun, right?
Effect: Not sure yet. Maybe nothing, just unlocks later manta related classes, possibly some clich� �discovering a secret power� story

Manta stuff x: Meditation, Translocation, And You: Do you feel different? More powerful than all of your friends, maybe? Come on, you know you�ve felt that way before. Like there was something just out of your reach, something you deserve, but just can�t get. We know what that�s like, and we�re here to help. By following our guarantee-free training regimen, you�ll learn to harness that power... Hopefully. Our patented Self-Awakening Diet is included in the price of the class, for your benefit and for ours.
Effect: Being an awesome class, and letting you teleport anywhere (Homestone is all the catalyst you need)

Work 1: Effective Worker Motivation 101: Everyone needs a little cheer in their day, especially before, and after, a long day of work. Learn how to make your monsters smile a little on the inside, and improve the quality of their work!
Effect: +2% better chance to do a good job.

Work 2: Effective Worker Safety 102: Safety is easily the most important part of a job, which is why it should your top priority when sending your monsters to work. The job may get done even when they injure themselves, but that doesn�t make it right. The less time your monsters spend healing, the sooner they get back to work, too! So go on, take a chance, and bet on safety. Your monsters will thank you for it.
Effect: +2% better chance to not get injured.

Work 3: Effective Living Conditions 103: A proper home is the first step towards a proper job! Believe it or not, a monster that lives like a slob is more likely to act like one than a monster living in pristine conditions. Encourage your monster not to slack off by cleaning up here and there!
Effect: +2% better chance to do a good job.

Work 4: Effective Worker Training 104: Unfortunately, training a monster to complete the wide variety of jobs available can be quite expensive, which is why many trainers don�t bother to properly train their monsters. This course will show you how to teach your monster to adapt to any situation, and prevent many unfortunate workplace injuries. Completing this class will also certify you as a private safety instructor - there�s no need to take the class again for every monster you own. Just follow the free handbook you�ll receive upon completion of the class, and you�ll be able to train any monsters you own in the proper safety procedures.
Effect: +2% better chance to not get injured. (Let me know if this is too long, I can rewrite it shorter)

Work 5: Effective Worker Management 105: The old adage that time is money is still entirely true in today�s world. This makes knowing how to budget your time, money, and workers one of the most important skills a good breeder can have, because brute strength alone isn�t enough to solve all your problems. That�s just one of the many things you�ll take with you from this instructive class, which will teach you how best to take care of the needs of all your monsters, while ensuring you use them to their full potential.
Effect: +1% better chance to do a good job, +1% better chance of not getting injured

Exploring 1: Appreciate The Beauty of Nature: Go for a guided �nature walk� and learn about all the wonderful things out there. You�ll gain a deeper appreciation for the natural world, and your monsters will enjoy the leisurely pace you take while exploring.
Effect: 50% chance of gaining double energy while using normal explore type

Exploring 2: Perception Training: Experienced breeders can pick out a mob from a mile away... Sometimes. Practice spotting moving targets in tall grass, and work on your skill at tracking down that elusive bandersnatch, or whatever other mob the local town council has it in for now.
Effect: Increase the chance of finding an enemy while using hunting exploring type

Exploring 3: Sneaking: A Treasure Hunter's Secret Weapon: All the dashing rogues and smarmy bandits have two common traits. One, they�re stealthy, and two, they�re rich. Learn the tricks of the trade, and before you know it you�ll be �finding� more treasure than you can hold!
Effect: Increase the chance of finding an item after killing a mob
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
Demi Lune's avatar

Demi Lune

BCS

The what now?

Posts: 909

Reply by Demi Lune

05/11/2009 20:54

Breeder exp 1: Breeding Buddies: While it is aimed at newer breeders, older trainers are encouraged to come help out the rising stars who opt to take this class. Who knows, you might even learn something yourself!
Effect: Gives breeder exp

Breeder exp 2: The More You Know: You think you're so hot, with a couple of badges on your belt? Luckily for you, more experienced trainers are willing to suffer your attitude to make sure you don't repeat their mistakes.
Effect: Better than breeder exp 1

Breeder exp 3: Peer Helping: Now you're getting the hang of this breeding thing. Help out some breeders in *insert city where The More You Know is at*, and swap stories about the exciting life of a breeder. Plus, you'll even make some cash doing it!

Sadly, transportation won't be free, so you'll spend that money and more getting to class every day...
Effect: Better than breeder exp 2

Breeder exp 4: The Joys of Teaching: Show a group of youngsters the ropes, and if you have the time, teach them a bit about monster breeding! More fun than educational, this class focuses on the more recreational aspects of monster breeding. Still, it's good practice for being around gentle monsters who never fight a battle in their lives.
Effect: Better than breeder exp 3

Breeder exp 5: Curriculum Contract: Spend some time planning the curriculum for another class! The teachers who use it will be grateful for your expertise, and you'll be grateful you're not a full-time teacher.
Effect: Better than breeder exp 4

Chemistry 1: Research Monster Growth: Chemists, biologists, spiritual theorists, and Breeding Professors have all tried to figure out how, and why, monsters can grow so drastically through combat. Maybe by joining them, you'll learn something about what makes your monsters tick...
Effect: Would allow you to create SRP injections, possibly input an amount, or set amounts

Chemistry 5 (maybe 5, maybe lower than 5, it�s the last one anyway but you know that): Physical Harmony: Strictly speaking, this isn�t exactly a formal �class.� It�s more of an experiment, with breeders like yourself providing the subjects. If you agree to participate, you will be given a supply of nutritional supplements to feed to your monsters, which we believe could potentially improve the results you see when you splice them together. The �class� itself is a training session on how and when to give the supplements, along with a rundown of how they work and the results we expect to see. After that, you would need to report results to us when your monsters grow stale, for the sake of science!
Effect: Adds 0.02 to the splicing factor or whatever when using double splicing

Novice Knucklepally Lessons: Who told you that Knucklepally was a kid�s game!?! I�ll show them a thing or two about kids� games!! Knucklepally isn�t a game of chance, either - it�s all psychological. Whoever told you it all came down to luck must not have had a strategy. Inventing your own works best, but I can guarantee that if I teach you my strategy, you�ll be unstoppable. Gua-ran-teed. At 2000 bux, it�s a steal! You�ll never lose to your friends again!
Effect: Increases the chance to win at knucklepally

Supreme Crystal Clearance: Word on the street is you�re looking to make the most out of your monsters. Word on the street is you�d do anything to accomplish that, even putting your own wellbeing in danger to benefit your monsters. We admire that. Only elite trainers are invited to take this class, and that makes you one of �em. Think you have what it takes to harness the true power of single-splicing?
Effect: Unlocks the Supreme Crystal

Reverse Chimera Engineering: By now, you�ve surely become well acquainted with Dr. Stein�s various... monstrosities. After finding far too many deformed abominations lurking in the shadows, we devised a plan to solve the problem once and for all. After extensive testing, we believe the device is now ready to be used on monsters! If all goes well, your monster should simply shed its outer chimera skin and emerge, young and beautiful, as a baby monster of your choosing!
Effect: Lets you turn stale chimera into a baby of a regular type (set the phasers to worker, captain)
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.