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Offline Xela

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<-- Archived --> (Jobs Concept/Explanation)
« on: June 15, 2013, 04:13:01 AM »
No longer relevant after SimPy land was introduced.
« Last Edit: April 24, 2016, 06:43:10 AM by Xela »
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Offline Xela

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Prostitute Job
« Reply #1 on: June 15, 2013, 04:15:34 AM »
Prostitute Job:

Base Cost: 1 AP

Logical progression:

- Checks for refusals:

Refuses on:

# Health < 60
# Fatugue > 260 Currently rather poorly programmed, should be max fatigue - 40 and max health - 40.
# Girl rank is 3 levels below clients caste (Client refuses)
# Clients caste is 3 levels below girls rank (Free girl refuses, slave gets joy penalty)
# Wrong occupation
= Refuses if girl is free but not prostitute and disposition is below 900, huge disposition hit.
= Agrees even if not prostitute but disposition is above 900 but gets a random disposition penalty.

- Acts

=Here a wage is determined by a number of factors.
=That wage is modified by how well strippers performed (if there was a performance)

=Event intervention before acts start

If client wants to attack girl, here is where it happens.

Acts:
Sex
Anal
Blowjob
Lesbian

All have similar structure:

= Check for relevant skills (normalsex and charisma for Sex Act as an example) Currently that has effect on experience/joy of a girl and texts.
= Past that there is a small chance of increase of normalsex, constitution and increase of fatigue. If she did learn something, additional +1 to joy.

- Last is the dirt increase.
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Offline Xela

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Strip Job
« Reply #2 on: June 15, 2013, 04:20:29 AM »
Strip Job

This is a very important one because a lot depends on it. Strippers only earn tips and require you to pay them daily wage (Prostitutes work a complex system as well but it's not a part of a job but a part of girl design).

Base AP = 3

- Refusals
# Health < 60
# Fatugue > 260 Currently rather poorly programmed, should be max fatigue - 40 and max health - 40.
# Girl rank is 3 levels below clients caste (Client refuses)
# Clients caste is 3 levels below girls rank (Free girl refuses, slave gets joy penalty)
# Wrong occupation
= Refuses if girl is free but not prostitute/stripper and disposition is below 900, huge disposition hit.
= Agrees even if not prostitute but disposition/stripper is above 900.

- AP Check
If girl has less than 3 AP, she can still do some good like:

= Go out in the club to chat with costumers
= Train her strip skillz
= Take a little break

all with it's own bonuses/penalties.

- Clients (that came to see the girl strip is calculated, girls fame being the main factor.)

- Relays (That info is being relayed to Bar and Sex jobs) (We assume that many clients come to see several girls perform one after another)

- Skill checks
Tip payout and joy depends on skillz as well as texts.
Stripresults variable from the Relay is also effected.

- Stat mods:
Experience, reputation, fame, agility, fatigue, charisma and stripskill are all modded/have chance of being modded.

- Brothel dirt is last.
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Offline Xela

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Rest Job
« Reply #3 on: June 15, 2013, 04:21:14 AM »
Rest Job

Base AP = Full amount

- Stat Mods
Health
Fatigue
MP

As well as joy + libido

Extra Fatigue decrease if garden.

- Trait triggered events proposed by Dark follow.
Normal text is added if none of the events is triggered.
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Offline Xela

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Service job
« Reply #4 on: June 15, 2013, 04:21:49 AM »
Service job

Base AP = Determined by relay from Next Day.

- Refusals
Health
Fatigue
Wrong occupations

- Relay from Strip Job
This is possibly one of the most important parts. Since Strip job doesn't really pay anything, this is where the income comes from (Meaning that having Strippers work by themselves is close to retarded and Lounge without strippers is likely to cost you more than it can possibly raise. Bar by itself might be profitable, that needs to be tested)

- Task choice
Game will choose a task for Service girl.
There are two rounds, Lounge and Bar are obviously a priority during the first round, some cleaning might happen if there are no clients left to serve. There is 1% chance that girl will choose to clean even if there is work to be done in Bar/Lounge, I don't recall what's the point (prolly me being drunk while coding that bit)

- Tasks

= Bar

Brawl intervention (Fight starts if your security fails to prevent that)

There is an amount of clients that go through the Bar each day, each girl working the bar can clear a number of clients depending on her stats (service/agility and AP).
Girl that clears last costumers also gets a small break, texts report that no costumers in the bar remain.

- Bar Income
Determined by a number of factors like amount of clients girl has served, AP she has spent and stats (charisma/refinement/service)

- Skill checks
Service Skill effects:
Income
Reputation of the brothel
Texts

Charisma effects:
Fame of girl and brothel.

- Stat Mods

Service, refinement might be modded. Fatigue and experience I forgot :( This needs improvement.

Brothel dirt is modded last.


= Club

Same rules as for bar job apply (you better have some decent strippers)

- Income
Depends on amount of clients served, AP spent and stats (Agility, charisma, service)

- Skill checks:
Service skill:
Reputation of brothel
Income
Texts

Charisma skill:
Fame of girl/brothel + texts.

- Stat mods
Fatigue, service, agility. (Forgot exp :()

Brothel dirt last.


Cleaning Job

This one is simple :)

- Effect
Determined by AP from relay combined with stats (Service and Agility)

Girl that finishes cleaning the building gets a break! Texts reflects that. Whole second round of service job is basically leaning until there are no girls left of building is spotless.

- Stat Mods
Fatigue, exp, service skill.
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Offline Xela

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Guard Job
« Reply #5 on: June 15, 2013, 04:22:42 AM »
Guard Job


This one is a bit harder than cleaning :)

In itself, it is basically a report of girls day as a guard, but now that I look back at it, better idea is to combine this with girl's next_day report in girl's own class so I am not going to describe the method itself for now. Crap like this apparently happens when you work without a plan  [img alt=:-[]http://pinkpetal.org/Smileys/DarkB/embarrassed.gif


Interventions:

During Whore job:

Activates on client having "Aggressive" trait (Might be activated on any amount of events, this is temporary)

- Check if there active/fit/fresh guards on duty.
- Adding the hero to the mix if he has enough AP/HP left. Hero will have 'location' in his own screen, location must be set to the brothel where this happens.

- IF there are any guards: Right now ALL guards in the building respond to any assault.

First Option:
The total wealth of guards combined battlestats is overwhelming and clients just gives up, pays a decent amount of fees for the trouble and leaves unharmed.
Girls have a very small chance of increasing attack, defense, agility.
Better chance to increase intelligence.
Small exp gain.
Either loose 1 AP or do not loose any AP at all.

Second Option:
Client fights your party not being to impressed with your setup.

Battle is being resolved by comparing stats of your party vs the client with factor of luck involved.

If your party wins:
80% of chance of client paying up a VERY decent sum of cash.
20% of client being a broke bastard and being turned over to the authorities.

In either case every member of your party stands a chance of:

Decent increases to:
exp, attack, defense, agility, magic, intelligence.

Small hit on health, average increase to fatigue and - 1 or 2 APs.

Other two options are defeat and overwhelming defeat:

Difference is that if you were simply defeated:

Small chance of increase in battlestats.
- 2 AP.
Good hit on health, but not to serious.
Good amount of fatigue gained.

If your party got your ass handed to you:
- 3 AP
No chance to increase stats
Huge hit on Health
Girl gets hurt as well (but never beaten badly if you had any form of active security!)

Ok, now in case there was NOONE to defend the girl:

If girl has any of the following traits: ["Broken Will", "Shy", "Meek", "Nerd", "Kind", "Mind Fucked"]
She just gets raped and beaten.

If girl has any of the following traits: ['Fighter', 'Assasin', 'Fearless', 'Aggressive', 'Tsundere', 'Malicious', "Strong"]
Free girl will try to fight the costumer.


If girl has any of the following traits: ["Abnormally Large Boobs", "Big Boobs", "Elegant", "Long Legs", "Great Arse", "Sexy Air", "Great Figure"]
Has 80% of chance in seducing the client and go business as usual.

If girl has any of the following traits: ["Smart", "Genius"]
Has 50% to calm the client down.

Otherwise:
Beats and rapes your girl but leaves some money to cover the expenses.


Plans for Bar is roughly the same but Service girl would try to calm costumers down first and call for guards next. Also in bar you're likely to face more than one client.
Plans for Club is also roughly the same but even more clients than in bar.
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Offline Xela

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Re: Jobs Concept/Explanation
« Reply #6 on: June 15, 2013, 04:23:09 AM »
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Offline Xela

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Re: Jobs Concept/Explanation
« Reply #7 on: June 15, 2013, 04:23:27 AM »
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Offline Xela

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Re: Jobs Concept/Explanation
« Reply #8 on: June 15, 2013, 04:24:06 AM »
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Offline Xela

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Re: Jobs Concept/Explanation
« Reply #9 on: June 15, 2013, 04:24:26 AM »
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Offline Xela

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Re: Jobs Concept/Explanation
« Reply #10 on: June 15, 2013, 04:25:00 AM »
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Offline rudistoned

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Re: Jobs Concept/Explanation
« Reply #11 on: June 16, 2013, 07:35:11 AM »
Are jobs supposed to be events? They are currently used as events in the NextDayList.

I would suggest that jobs should not be events and should therefore not be used as events. Jobs are complicated enough as they are.

As solution, I suggest the Job base class should have a method that returns an event describing the job. I can implement this if you want to do it that way.

Offline Xela

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Re: Jobs Concept/Explanation
« Reply #12 on: June 16, 2013, 07:52:07 AM »
Are jobs supposed to be events? They are currently used as events in the NextDayList.

I would suggest that jobs should not be events and should therefore not be used as events. Jobs are complicated enough as they are.

As solution, I suggest the Job base class should have a method that returns an event describing the job. I can implement this if you want to do it that way.

I can't understand how this is an improvement, but I usually can't until I see the code :)

I was planning to work on jobs as well and it's usually a bad idea when two people work on the same code but if you believe that to be a good addition, be my guest.
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Offline rudistoned

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Re: Jobs Concept/Explanation
« Reply #13 on: June 16, 2013, 07:55:33 AM »
Alright, I'll keep those changes in the readability branch for now, so you can work on master and not worry about it.

UPDATE: pushed the changes to SF
« Last Edit: June 16, 2013, 08:25:12 AM by rudistoned »

Offline Xela

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Re: Jobs Concept/Explanation
« Reply #14 on: February 08, 2014, 10:30:35 AM »
Should I recode the jobs for the Alpha? The way they work right now is pretty linear, but they are working. Basically, right now we have something like this:

1) Strippers

2) Service Girls (Drinks at Bar, Drinks/Food at the club, Cleaning if required)

3) Prostitutes

4) Service girls doing the cleaning.

Code is old and awkward but it is working. The way I want next version of jobs to work is:

- Pool of all girls created with tasks they can do.
- Customers come in having certain expectations, wishes and the amount of cash.
- Whole working day is split in shifts/hours.
- Girls vs clients are resolved in a pool inside of a while loop.

That approach well allow for a much more coherent Next day reports, better matching of girls/clients, less confusing relays of data between jobs/girls, better job events, management options and so on. But this will take a while to code :(

Option 2:
I leave jobs as they are and only improve Texts, some minor logic and Next day screen. Recoding is left for post Alpha.
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