Job Class System

Whitewolf started this 76 replies
Whitewolf
#1
906 forum posts
This idea was originally meant for WoC but I never posted it in the main forums, I have now tweaked and repurposed it for CW.My main focus was creating an intertwining job system... that being said there should be a system in place to prevent excessive job hopping, like a time limit perhaps. Like 24 hours to get another job, 1 week to go back to the same job making users dependent on each other for materials to perform their job, making for a more dynamic economy. There would also need to be a new market added for Job related materials to be bought & sold.Jobs have their own leveling system (0-5: Beginner: 0, Novice: 1, Apprentice: 2, Journeyman: 3, Expert: 4, Master: 5)
You gain job exp by preforming acts under your profession.The Jobs I have created are...
(*hidden* means that there is an effect is not officially listed but it is in effect, hidden effects will not be listed here, but have been created, and will only be revealed to Scot upon inquiry)Miner: Mines Bronze OR Iron (not both) with small amounts of a 3rd rare Ore (Steel Ore). They can sell ore to others on the market. (Higher skill makes for greater returns while mining)
Cost to user: Turns*Note* Iron Mining and Bronze Mining are both sub-classes, having two separate Job Levels but are both accessible through the "Miner" Job ClassSmelters: Can turn Ores into Metal Bars. (Eg. Bronze Ore into Bronze Bar, Iron Ore into Iron Bars, and Steel Ore into Steel Bars (Higher skill level as Smelter requires less ore to create one bar)
Cost to user: Ore (specific monetary cost varies depending on the market)Blacksmith: Can turn Bronze, Iron and Steel Bars into Weapons & Armor. Combinations of Iron, Bronze and Steel Bars will be required for stronger weapons. Job Level corresponds to level of weapons or armor that can be made.
Cost to user: Metal Bars (specific monetary cost varies depending on the market)*Note* Weapon Smithing and Armor Smithing are also to be considered sub-classes as in there is a Weapon Smith and an Armor Smith but both are accessible through the Blacksmith Job Class but Weapon Smith EXP & Armor Smith EXP are separate.Alchemist: (Stabilizer, Keeps one kind of metal bars from dominating the market)
Level 1: Can turn 2 Bronze into 1 Iron.
Level 2: Can turn 2 Iron into 1 Bronze.
Level 3: Can turn 2 Bronze & 2 Iron into 1 Steel.
Level 4: Can turn 2 Steel into 1 Iron & 1 Bronze
Level 5: All Transmutations are 1-to-1
Cost to user: Metal Bars (specific monetary cost varies depending on the market)Enchanter: Can augment Steel Bars with Souls turning them into Soul Steel Bars (Job Level determines amount of souls required to create one Bar)
Cost to user: Steel Bars and Souls (specific monetary cost varies depending on the market)Arcane Smith: Can turn Soul Steel Bars into weapons (Currently Crafting, as is)
Cost to user: Soul Steel Bars (specific monetary cost varies depending on the market)Priest: Can utilizes White Magik more efficiently (Turn cost reduction for Mind Read, Heal, and Full Heal; based on percentage, % based on Job Level)
*hidden*
Cost to user: Turns (for spells, as normal)Warlock: Can utilizes Black Magik more efficiently (Turn cost reduction for Pain, Devastate, and Disintegrate; based on percentage, % based on Job Level)
*hidden*
Cost to user: Turns (for spells, as normal)Rogue:
Assassinate: Instant kill 1 enemy (user), gains no exp, but gains money as normal. (X times per day; X based on Job Level)
*hidden*
Cost to user: *no cost, but limited use**Note* A user can only use the Assassinate Skill on the same player once per day. A player can only be assassinated a maximum number of 4 times a day (by 4 separate people).Armorer: Can repair Soul Charged Items back to 150% (cost based on Job Level)
*hidden*
Cost to user: Money (as normal)Warrior: Gains bonus souls in Hunting for 1hr/day (activated on command).
Valor: Uses Souls to gain bonus Atk & Def in Hunting (Duration and Cooldown time of Valor based on Job Level)
*hidden*
Cost to user: Turns (to attack, as normal & no cost but limited use on Valor)Forgerer: Can revert Weapons and Armor into their component pieces. Normal Weapons/Armor = Bronze, Iron, & Steel Bars.
The ability to revert SoulCharged items back to Soul Steel Bars becomes available at higher Jobs Levels. Job level also determines how much of the returned materials is usable...
Beginner: 60% Returns on normal items
Novice: 70% Returns on normal items
Apprentice: 80% Returns on normal items
Journeyman: 80% Returns on SoulCharged Items (SoulCharged Forging becomes available at this Level)
Expert: 90% Returns on all Forging
Master: 100% Returns on all Forging
Cost to user: Weapons and Armor (specific monetary cost varies depending on the market)Thief: Can steal money from users that have left money on hand (limited amount of times per day) and can steal supplies from Business (Unions).
Percent of money stolen from users and percent of success of stealing supplies from Business is based off of Job level.
Cost to user: *no cost, but limited use*Guard: Can negate negative effects of other job classes for a groups of users. For example can prevent the Thief from stealing supplies (if assigned to guard a certain business), or can prevent an Assassination (if assigned to guard a specific user). The total number of users or group entities that can be guarded at once is based off of Job Level.
Cost to user: *no cost, but limited use*---------------------
There is no chance for failure with Jobs that involve converting one material into another. As in the is 100% chance of success.
For Example:
Miners: Every Mining attempt will yield Ore. (Job Level will determine amount, with slight variation for realism)
Alchemist: Materials converted into desired materials (lost mass possibly represented as a by-product useable elsewhere in the game, "Resin" perhaps?)Perhaps Smelter and Forgerer could possibly be combined as both are related to making Metal Bars making Smelter slightly more desirable.
~Saya~
#2
362 forum posts
This sounds great. It would be nice to have some other things to do on CW. I am looking forward to see what other people say about it.
IB
#3
185 forum posts
i think it would be great getting the community to work together better to help everyone in the long run
WhitewolfOP
#4
906 forum posts
Citrus FreezeRight said
i think it would be great getting the community to work together better to help everyone in the long run
...and a little unity among everyone couldn't hurt no matter what the reason.
IB
#5
185 forum posts
Whitewolf said
...and a little unity among everyone couldn't hurt no matter what the reason.
my point exactly it would help people out, maybe the use of covens to expand the inventory for members say like a non coven member has an inventory for 25 ore and a member has 30 for ore maybe just an idea
WhitewolfOP
#6
906 forum posts
Citrus FreezeRight said
my point exactly it would help people out, maybe the use of covens to expand the inventory for members say like a non coven member has an inventory for 25 ore and a member has 30 for ore maybe just an idea
I hadn't considered there being a cap on how much ore your can carry...
That is a very interesting concept (in a good way).... One that I will ponder on.
IB
#7
185 forum posts
i think the things that need to be considered are constraints that will limit how much of the resources are up on the market so that it's not a commodity but it's not amazingly rare either if a cap was put in then it would stop people hording loads anf then flooding the market
WhitewolfOP
#8
906 forum posts
Citrus FreezeRight said
i think the things that need to be considered are constraints that will limit how much of the resources are up on the market so that it's not a commodity but it's not amazingly rare either if a cap was put in then it would stop people hording loads anf then flooding the market
But you have to consider that those who are hoarding are most likely hoarding for personal use at a later time. If they merely want to sell the resources then they would have no need of hoarding.
IB
#9
185 forum posts
true then that is why a balance needs to be made maybe there could be a limit on how much you can take out and then put a time limit until you can take more out so you have the capped inventory for stuff you carry and then have a bank for the surplus maybe
WhitewolfOP
#10
906 forum posts
Citrus FreezeRight said
true then that is why a balance needs to be made maybe there could be a limit on how much you can take out and then put a time limit until you can take more out so you have the capped inventory for stuff you carry and then have a bank for the surplus maybe
Perhaps Covens could buy a "wearhouse" that their members can use to store their surplus of resources (which they can either give or not give permissions for the coven to distribute resources they donate to their fellow members, if not it's like a personal storage facility, if so then the coven can act as a cohesive work force benefiting all members).This would give additional reasons/benefits to joining a coven.
IB
#11
185 forum posts
yes but maybe impact on those who don't wish to join a coven forcing their hand maybe the coven could have a bigger warehouse since their funds are a lot more whilst people have a fraction of the space the warehouse for covens havesay people had a personal warehouse of 10 spaces but a coven will have a warehouse for 100 spaces or something it means that it's preferable to join a coven but it is not neccesary because people have a small storage solution allowing them to use it for personal usage
James V.
#12
48 forum posts
We should all help out lestat get some more things on CW so it is more used. I mean 21 players.. We need like 21023 on..
IB
#13
185 forum posts
that is only currently not how many people are on in the evenings, a lot of people are at school or work at the moment
WhitewolfOP
#14
906 forum posts
Citrus FreezeRight said
yes but maybe impact on those who don't wish to join a coven forcing their hand maybe the coven could have a bigger warehouse since their funds are a lot more whilst people have a fraction of the space the warehouse for covens havesay people had a personal warehouse of 10 spaces but a coven will have a warehouse for 100 spaces or something it means that it's preferable to join a coven but it is not neccesary because people have a small storage solution allowing them to use it for personal usage
Maybe buy Warehouse Space in Covens in increments of 50? Covens can then lease out that space to their member as they see fit, for a fee or otherwise. The more participation the more space the coven can buy.As for the personal warehouse, i was just thinking it would be a limited amount of space in a new section of the user's inventory, once they hit their cap they either have to store their goods in the Coven Warehouse or Sell it on the market, goods on the market do not count against storage space. (this would go well with Kal-El's Player owned shops idea as the shops could be used as a storage space)
IB
#15
185 forum posts
i agree, like i said previously it is trying to find a comprimise between the solo player and the coven member and not to be unfairly biased towards one
WhitewolfOP
#16
906 forum posts
Citrus FreezeRight said
i agree, like i said previously it is trying to find a comprimise between the solo player and the coven member and not to be unfairly biased towards one
But shouldn't it? This is "Coven Wars" should players not be encouraged to join a Coven?
IB
#17
185 forum posts
they should be encouraged yes but not to the extent where it basically becomes forced to be in a coven just to get things
IB
#20
185 forum posts
i'm always a resource gatherer much prefer to put the effort into getting resources to sell so i'll probs be a miner
WhitewolfOP
#21
906 forum posts
There is a string of interrelated jobs then a few stand alone ones.
With the interrelated ones someone who is going through them alone would go in a certain orders to take full advantage...Miner-->Smelter-->Blacksmith
or
Miner-->Smelter-->Warrior-->Enchanter-->Arcane SmithThe Priest, Warlock, and Rogue are stand alone Jobs that do not require any special resources other than Turns.The Alchemist and Armorer jobs are opportunistic Jobs only worth being if the market is good for their respective related items.
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