First0f0ne
Goblin Squad Member
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Currently training is instantaneous upon spending gained xp at a trainer. How will training be sold as a commodity if there is an unlimited supply? I do understand that every settlement will not be able to train every role. But once built that doesn't limit the number of people training.
If there is a scaling training time for each feat and a number of "slots" at each trainer this would make training a commodity. However players would be double taxed with time. Once to gain the xp, and once to train the skill. IMO this is undesirable.
The solution as I see it is to make training take a scaling amount of time. But players would be able to start the training at zero xp. Training time would equal the time to accrue the xp requirement.
"But we want players to be able to keep ALL the xp that they paid for." A fine and noble goal and one that I agree with. That is why you would still be able to bank xp as before if you were not online to start a training. In this case you would be able to use more than one trainer at a time until said banked xp was gone, at which point the skills would queue in the order they were started.
You could even one up the whole commodity theory, by putting a second valve on the training system. You could adjust training slots available based on the number of players gaining xp.
players x 1.33 = training slots / number of trainers in game
Each trainer would have X slots available adjusted by in game population.
This would need be adjusted on a regular time frame ( daily or weekly).
This second idea is more of a thought experiment and has MANY flaws. Please dont dismiss the first idea because the second one is bad!