![]() If, then, after say few in-game years of doing it, he'd be switched to be say an animal handler - then his cooking would still remain at or near 20 even if he uses cooking only occasionally. I.e., a professional (level 10) cook who keeps cooking for a long time, even if he has no passion for it, will eventually be able to get to 20. This ("AE") mechanic, if implemented, will allow pawns dedicated to specific roles to slowly overcome Skill Decay effect, but only if they are able and indeed ordered to complete great enough number of skill usages. This is because, say, creating 100 great works of Art, in real life, is likely to produce a Master who hardly forgets anything about his developed mastery - but landing just 100 shots to some target does not produce a marksman who knows all the intricacies of marksmanship so well he'll remember nearly all of them for the remainder of his life but landing say ~2000 shots to targets - quite likely will. Which would result in roughly 100.2000 succesful skill usages to get to AE = 0.05. I can only note that STF, in general, would likely be within the 5.100 range, depending on skill. ![]() I'd propose specific STF values if i'd have great knowledge of in-game skill mechanics for each skill, but i am new to Rimworld, so i don't. And, of course, it should be low or high enough to result in somewhat realistic SSU numbers for each skill which allow to get to the minimum possible (0.05) AE. On the other hand, it must be low enough to prevent a pawn to get to only 5% of skill decay after practicing a skill for just a couple in-game weeks. 5%) skill decay speed in way less time than their total life spawn, for this mechanism to be of actual gameplay significance. Like, on one hand, it must be high enough for pawns to be able to arrive to the minimum possible (0.05, i.e. The latter - STF - needs to be defined for each skill differently, ideally based on both gameplay and real life considerations. STF: Skill's Typical Frequency, a simple integer constant defined for each skill, which balances the efficiency of this mechanic based on how often each particular skill can be successfully performed by a pawn in a typical game. SSU: Successful Skill Usage, which is simple integer counter variable, stored for each skill of each pawn, which counts how many times the pawn successfully used the skill To quantify this, i propose the following formula: AE = (1 - SSU x STF / 10000) > AE = MAX(0.05,AE), where:ĪE: Accumulated Experience multiplyer for skill decay, a number which is never less than 0.05 and never more than 1, to be applied as a multiplyer to skill decay at all times The same idea in more layman words: same level of skill can be demonstrated by a greatly talented apprentice and only slightly gifted master, yet that "not so good master" has many years of experience in the profession and is very unlikely to "forget" what he knows even if he for some reason does not practice for a long time - while that talented apprentice is likely to forget lots of what he just recently learned even after relatively short period of time, if not practicing the skill on daily basis. This will represent the fact that long-time devotion to any profession in real life - produces more and more synaptic connections in one's brain, as well as strengthens such connections which makes them less and less prone to be deteriorated by time. Make skill decay calculated with one extra factor to its intensity for all pawns: "accumulated experience". Hospital beds don't need to face the TV for recreationĪfter studying how it works, i have this suggestion: Cool challenge idea ''Nuclear apocalypse androids'' (Description in the comments).Kitten just took out a mechanoid with a flawless victory.My "beautiful" colony, and no, I do not have an animal problem!.Guinea pig ended my naked brutality max difficulty.I have the feeling that Randy doesn't want me to play on tropical island.I'm sorry, next time I'll just let them kill us.that feeling when a plasteel vein just so happen to spawn in your throne room (year 2 of undignify throneroom).Such Irony to escape an organ harvesting farm and end up in my colony.Skill decay: a simple addition to make it realistic.Can't wait to buy Rimworld clothes merch.Okay, so which one of you sadistic psychopaths recently lost two prisoners?.I was today years old when i learned that rimworlds have names.Trust no one, especially not a manhunter caribou. ![]() Vanilla Factions Expanded - Vikings RELEASED || Link in the comments.Hospital beds don't need to face the TV for recreation.RimWorld Hospital beds don't need to face the TV for recreation
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