ForumsSuggestionJob Class System
Job Class System
11/04/11 12:44 pm
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 Class

Smelters: 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.
11/04/11 1:11 pm
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.
11/04/11 1:23 pm
i think it would be great getting the community to work together better to help everyone in the long run
11/04/11 11:11 pm

Citrus FreezeRight (67) 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.
11/04/11 11:15 pm

Whitewolf (16) 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
11/04/11 11:28 pm

Citrus FreezeRight (67) 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.
11/04/11 11:32 pm
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
11/04/11 11:36 pm

Citrus FreezeRight (67) 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.
11/04/11 11:39 pm
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
11/05/11 12:27 am

Citrus FreezeRight (67) 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.
11/05/11 9:46 am
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 have

say 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
11/05/11 10:11 am
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..
11/05/11 10:48 am
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
11/05/11 7:41 pm

Citrus FreezeRight (67) 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 have

say 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)
11/05/11 7:52 pm
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
11/05/11 8:09 pm

Citrus FreezeRight (67) 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?
11/05/11 8:16 pm
they should be encouraged yes but not to the extent where it basically becomes forced to be in a coven just to get things
11/06/11 3:18 am
Possibly Blood Reward for advancing Job Level.
11/06/11 8:24 am
I would definitely enjoy being an assassin. :D
11/06/11 8:46 am
i'm always a resource gatherer much prefer to put the effort into getting resources to sell so i'll probs be a miner
11/06/11 11:18 pm
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 Smith

The 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.
11/07/11 2:01 am
Or with the personal storage, a rent type of thing? so the more you have the more costy it is to keep. But as you level up you gain more personal storage slots or cheaper 'rent' prices.
11/07/11 5:59 am
maybe have rent for the coven but i wouldn't for personal storage because by the sounds it will be very little whilst covens will have huge amounts
11/07/11 8:26 am

Kris Tavmonia (2534) said
Or with the personal storage, a rent type of thing? so the more you have the more costy it is to keep. But as you level up you gain more personal storage slots or cheaper 'rent' prices.




Citrus FreezeRight (67) said
maybe have rent for the coven but i wouldn't for personal storage because by the sounds it will be very little whilst covens will have huge amounts



I was thinking the personal storage would be a set amount regardless of level, and the Coven Warehouse would be anywhere from 50 to any multiple of 50 and the Coven leaders would be able to allot that space to individual members through rental or otherwise, but cuold also deem a portion as "common use".

Another way the personal storages could be done is based off of your Job Ranking. There are 11 possible jobs and you can rank each up to Level 5 (master rank) giving 55 total Rank advancement opprotunities. Using that number create a growing personal storage area that expands as you gain levels through the various jobs, for example...

(values estimated)
Job Rank Level 0 (no jobs ranks advanced): 5 personal storage slots
Job Rank Level 5 (1 master job or 5 novice or any combination): 10 personal storage slots
Job Rank Level 15: 20 personal storage slots
...
Job Rank Level 55: 60 personal storage slots

So essentially "Job Level" is the individual ranking for each individual job based off of exp gained performing each respective Job that also determines your effectiveness in certain aspects of each job.

While "Job Rank" is the total of your job levels based off of the Job level system: Beginner=0, Novice=1, Apprentice=2, Journeyman=3, Expert=4, Master=5



Edited at 11/09 14:13:00
11/07/11 12:32 pm
Additionally: User cannot chose a Job Class until they are 14 days old, or level 10-20 (whichever comes first)

This is to give new users time to learn the game's basics before delving into additonal content.
11/07/11 8:36 pm
i love the idea it would be cool for some of them to be in CW
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