Yeah, but logic becomes too complicated without a good reason. Instead of old system (I believe we implement 1/100 of mod stat per level) let's use, let's say, level_mod, level_min and level_max variables, and every time just add then during level ups.
I don't really see difference between adding 1/100 of 100 luck per level and just adding 1 luck per level, except the latter one is simplier to explain, track and understand.
Ideally, we could control how often the trait works. For example, +1 max every 3 levels and +2 mod every level.
But in this case, there is a good reason, isn't there. Current system fits really well with most traits.
"Old" system worked like WM system, just added a mod to the stat. We expanded it to add 10% of the mod every five levels.
Max/Min values are being applied whenever the trait is applied.
lvl_max I don't want to change under any conditions, there is also no reason to do so. Max value we can work with.
So... basically, you we can narrow it down to:
mod: {"stat": [every_so_many_levels, value]}
max: {"stat": [every_so_many_levels, value]}
Problem with this:
How do we handle cumulative effects from the traits? This can really mess up the game. If there are multiple traits, modding the same stats, it can become chaos really quickly.
Can't traits like "genius" just increase the max level of stat that girl can ever reach? Like, if the value of intelligence for normal girl at her maximum level would be capped at 300, "genius" girl could reach 400.
That's similar to how it is working at the moment but at higher levels traits plainly get lost in the process (A max does not ensure stat value so a girl with a Genius trait can have 10/400 intelligence at level +/-140). Also we do not have hardcaps like that and are not likely to add them.
btw. if we convert most of the important stuff to skills, do we still need to have experience levels? Wouldn't a skill progression system be better? (increase skills by doing them and not with exp related maximums)
Not "most", ALL of the important stuff (Charisma, Endurance, Intelligence) remain stats. Skills are counters of trainings and actions and are therefor excluded from leveling system.
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Regardless of what we do, traits like Genius and Retarded will NOT work unless we simply minimize intelligence at 1000 or hardcap it to 10 (respectively) whenever the trait is applied. If we care about sh!t like this, it's prolly best to get rid of these traits that simply describe the characters relative to other characters in the game because for as long as we have stats and allow huge differences between them at different levels, these traits will NEVER work for us without raising questions.*On the other hand, it's not really that big of a deal to be inconsistent about stuff like that. We already had one successful release and NOONE! complained about that or even mentioned it... Legitimate complains were:
- inconsistent interface (fixed by Gismo in most places)
- balancing
- items management (Auto-Equip, Equipping from MCs inventory were requested) (we improved this a lot)
- click-able areas on the map being too small (fixed)
- no explanation about mechanics anywhere
- excessive scope (game concept being too broad) *It;s the way we develop it, so it cannot really be fixed
- too little immersion *no arguments here... still the case
- too little incentive to follow the repetitive actions (this is true but I never got the feeling that it bothered a lot of people).
- Next Day reports had to be compressed (that we did with the summary screen)
- Random girls pics being quite clearly from different characters (Dark didn't mind that)
What we're discussing is prolly to irrelevant to gameplay...