Difference between revisions of "Keywords"

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[[Category:Game Design]]
[[Category:Game Design]]
Keywords are utilised to communicate to the player an effect which is applied in a way that saves space.
Keywords are utilised to communicate an effect to the player in a way which safes as much space for the UI as possible.


=== Life-changing - Neutral Effect ===
Keywords can only be applied to Buildings once, this means that same keywords don't stack. However, different Keywords with similar effects do stack, so while a Building may not benefit from 2 occurences of Motivated, it can benefit from Motivated and Greatly Motivated because they are 2 different effects.
There is a 50% chance every tick that the value of the amployees highest statgets traded with the stat associated with the role he is currently working n, while working in the Building.


=== Accident-prone - Negative ===
In the game's current state, keywords only showcase their effect after a successful tick so that the server has a chance of notifying all keywords/effects on each building.
There is a 75% chance every tick, that one worker dissapears in this building.


=== Positive Influence - Positive ===
== Positive Effects ==
This Building applies its own types to all directly adjacent buildings.


=== Transport - Positive ===
=== Positive Influence ===
This Building applies all effects that it currently has on itself, to all Buildings within its area of effect. Except for the Transport effect.
Idea:  3 elongated arrows, one goes up, the other two to opposide sites (curved)


=== Skeleton-Crew - Neutral ===
This Building applies its own attributes to all directly adjacent buildings.
All Slots on this Building OR Slots become Generalised Slots.


=== Intern-Programm - Neutral ===
=== Transport ===
Employees with Stats below 2.5 stars. improve 75% quicker and Employees with Stats above 3 stars improve 75% slower while working in this building.
Idea: a vehicle which drives to the right with speed lines behind it


=== Pristine Condition - Positive ===
This Building applies all its current effects (except for Transport) to all Buildings within its area of effect.
This Building is can not gain the Renovation Effect.


=== Renovation - Negative ===
=== Pristine Condition ===
Building can not be removed. Workers within it can not be moved. It's passive effects are not applied, as if it were un-manned. It does not generate Prestige. Every Tick there is a 25% that this Effect clears and is replaced with Clean WorkSpace.
Idea: a white house with grey shadows and sparkles


=== Clean WorkSpace - Positive ===
This Building can not gain the Renovation effect.
This Building ignores all negative effects that would be applied to it. There is a 25% chance each tick for this effect too clear.


=== In the Zone ===
=== Clean Workspace ===
Workers in this building can not be removed once placed inside. (They can however still be fired.)
Idea: a desk with a laptop and sparkles
* This Building ignores all negative effects that would be applied to it.
* This building can not gain the Renovation effect
* Every tick there is a 25% chance for this effect too clear.


=== Motivated ===
=== Motivated ===
Idea: a thumbs up with 1 arrow pointing up
Increase prestige output of this building by 25%.
Increase prestige output of this building by 25%.


=== Greatly Motivated ===
=== Greatly Motivated ===
Idea: a thumbs up with 2 arrows pointing up
Increase prestige output of this building by 75%.
Increase prestige output of this building by 75%.


=== Demotivated ===
=== Crunch ===
Reduce prestige output of this building by 30%.
Idea: a red symbol of an employee with 3 curved lines around the left and right side
* Increase prestige output of this building by 100%.
* There is a 50% chance that this effet clears and is replaced by Burn-Out.
 
=== Statisfying Work ===
Idea: a scholar hat with 1 arrow pointing up
 
Employees working in this Building increase their learning speed by 50%.
 
=== Inspiring Work ===
Idea: a scholar hat with 2 arrows pointing up
 
Employees working in this Building increase their learning speed by 100%.
 
=== Potential Breakthrough ===
Idea: a lightbulb
 
Every tick this Building has a 10% chance of generating double the prestige and experience for employees.
 
=== OutSourcing // Not used in Game ===
As long as this Building has exactly 1 employee working in it, it gains a 75% prestige Bonus.
 
=== Project Management ===
Idea: A house and a pearcoin in front of it with an arrow pointing down
 
Building costs are reduced by 10%. (Building Costs can not be lowered beyond 100%)
 
=== [Role]'s Expertise ===
Idea: an employee who looks like a business man (suit and tie)
 
[Role] is a variable meaning a variation of this effect exists for every Role.
 
Employees working inside this Building in [Role]-specifiic Slots produce 50% more Prestige,
 
=== [Role] Specialisation // Not used in Game ===
Idea: an employee who looks like a professor/Albert Einstein
 
[Role] is a variable, meaning a variation of this effect exists for every Role.
 
Employees working inside this Building in [Role]-specifiic Slots increase their Learning Speed by 40%.
 
=== Happy Employees ===
Idea: a smiling emoji (mouth open and eyes closed)
* This Building gains the Employee-friendly attribute and generates 10% more prestige.
* Employees who work here have their learn-speed increased by 25%.
 
=== Recruitment Efforts ===
Idea: a symbol of an employee with a plus sign
* For every 20 levels, your worker cap increases by 3.
* Cost of hiring is reduced by 20%. (Cost of hiring can't be reduced by more than 100%)
 
== Neutral Effects ==
 
=== Life-changing ===
Idea: a head looking to the right, with arrows similar to the recycle symbol in their head
 
While working in this Building, every tick there is a 50% chance for the value of the employee's highest stat to be traded with the stat associated with the role they are currently working in.
 
=== Skeleton-Crew ===
Idea: a skeleton (or only a skeleton head)
 
If you have fewer Employees than your Employee Cap permits, Employees in this Building learn 75% more, but generate 50% less prestige.


=== Crunch ===
=== Internship Programme ===
Increase prestige output of this building by 100%. There is a 50% that this effet clears and is replaced by Burn-Out.
Idea: a small employe with an arrow pointing up, and a bigger employee with an arrow pointing down


=== Burn-Out ===
Employees with Stats below 2.5 stars improve 75% quicker while Employees with Stats above 3 stars improve 75% slower while working in this building.


=== Deadline ===
=== Renovation ===
idea: two construction tools arranged like an X (like a hammer and wrench)
* Building can not be removed.
* Workers inside can not be moved.
* Its passive effects are not applied, as if it were un-manned.
* It does not generate Prestige.
* Every Tick there is a 25% that this Effect clears and is replaced with Clean Workspace.


=== Determination ===
=== Determination ===
Idea: an employee on fire (and glowing/starry eyes if possible)
If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.


=== Statisfying Work ===
=== Self-contained //No longer in game ===
This Building can't gain effects from other Buildings. (However this building can still apply it's own effects on itself. It can also be affected by Random Events)
 
== Negative Effects ==
 
=== Accident-prone ===
Idea: a triangle with an exclamation mark inside
 
Every tick there is a 75% chance for one worker to dissapear from this building.


=== Inspiring Work ===
=== In the Zone ===
Idea: an employee inside a building


=== Potential Breakthrough ===
Workers in this building can not be removed once placed inside. (They can, however, still be fired.)


=== OutSourcing ===
=== Ineffective ===
Idea: a thumbs down with 1 arrow pointing down


=== Management ===
Reduce prestige output of this building by 30%.


=== [Role]'s Expertise ===
=== Burn-Out ===
Idea: an employee inside a burning building
* Deactivate positive effects
* Employees in this building can not be moved.
* Reduce prestige output of this Building by 50%.
* Every Tick this effect has a 25% chance to clear from this Building.


=== [Role] Specialisation ===
=== Deadline ===
Idea: a clock on fire
* Effects on this Building have a 0% chance of clearing.
* This effect itself has a 75% chance of clearing. (This chance of clearing is un-affected by Deadlines effect.)
* If Deafline clears, no other effects clear that tick.


=== Disorganised ===
=== Disorganised ===
Idea: 3 employees, each have a question mark
* Employees in this Building use a random stat to determine their prestige output and learning incrementation.
* Every tick there is a 50% chance for this effect to be applied to all buildings in the area-of-effect.
* Every tick there is a 50% chance for this effect to clear. (Note that clearing calculates before spreading.)


=== Wasted Potential ===
=== Wasted Potential ===
Idea: an employee with a thumbs down as their head


=== Happy Employees ===
Employees who work in this Building will always utilise their lowest stat for determining their Prestige generation, unless they are in a slot in which they could utilise their highest stat, in which case they will use their highest stat as they normally would.
 
=== Selfcontained ===


=== Recruitment Efforts ===
=== Low Wages // Maybe use as penalty for employing too many workers ===
Idea: a graph with a business arrow going down
* Reduce Prestige output in this Building by 50%.
* There is a 25% chance that 1-2 employees dissapear from this building.

Latest revision as of 11:04, 23 June 2022

Keywords are utilised to communicate an effect to the player in a way which safes as much space for the UI as possible.

Keywords can only be applied to Buildings once, this means that same keywords don't stack. However, different Keywords with similar effects do stack, so while a Building may not benefit from 2 occurences of Motivated, it can benefit from Motivated and Greatly Motivated because they are 2 different effects.

In the game's current state, keywords only showcase their effect after a successful tick so that the server has a chance of notifying all keywords/effects on each building.

Positive Effects

Positive Influence

Idea: 3 elongated arrows, one goes up, the other two to opposide sites (curved)

This Building applies its own attributes to all directly adjacent buildings.

Transport

Idea: a vehicle which drives to the right with speed lines behind it

This Building applies all its current effects (except for Transport) to all Buildings within its area of effect.

Pristine Condition

Idea: a white house with grey shadows and sparkles

This Building can not gain the Renovation effect.

Clean Workspace

Idea: a desk with a laptop and sparkles

  • This Building ignores all negative effects that would be applied to it.
  • This building can not gain the Renovation effect
  • Every tick there is a 25% chance for this effect too clear.

Motivated

Idea: a thumbs up with 1 arrow pointing up

Increase prestige output of this building by 25%.

Greatly Motivated

Idea: a thumbs up with 2 arrows pointing up

Increase prestige output of this building by 75%.

Crunch

Idea: a red symbol of an employee with 3 curved lines around the left and right side

  • Increase prestige output of this building by 100%.
  • There is a 50% chance that this effet clears and is replaced by Burn-Out.

Statisfying Work

Idea: a scholar hat with 1 arrow pointing up

Employees working in this Building increase their learning speed by 50%.

Inspiring Work

Idea: a scholar hat with 2 arrows pointing up

Employees working in this Building increase their learning speed by 100%.

Potential Breakthrough

Idea: a lightbulb

Every tick this Building has a 10% chance of generating double the prestige and experience for employees.

OutSourcing // Not used in Game

As long as this Building has exactly 1 employee working in it, it gains a 75% prestige Bonus.

Project Management

Idea: A house and a pearcoin in front of it with an arrow pointing down

Building costs are reduced by 10%. (Building Costs can not be lowered beyond 100%)

[Role]'s Expertise

Idea: an employee who looks like a business man (suit and tie)

[Role] is a variable meaning a variation of this effect exists for every Role.

Employees working inside this Building in [Role]-specifiic Slots produce 50% more Prestige,

[Role] Specialisation // Not used in Game

Idea: an employee who looks like a professor/Albert Einstein

[Role] is a variable, meaning a variation of this effect exists for every Role.

Employees working inside this Building in [Role]-specifiic Slots increase their Learning Speed by 40%.

Happy Employees

Idea: a smiling emoji (mouth open and eyes closed)

  • This Building gains the Employee-friendly attribute and generates 10% more prestige.
  • Employees who work here have their learn-speed increased by 25%.

Recruitment Efforts

Idea: a symbol of an employee with a plus sign

  • For every 20 levels, your worker cap increases by 3.
  • Cost of hiring is reduced by 20%. (Cost of hiring can't be reduced by more than 100%)

Neutral Effects

Life-changing

Idea: a head looking to the right, with arrows similar to the recycle symbol in their head

While working in this Building, every tick there is a 50% chance for the value of the employee's highest stat to be traded with the stat associated with the role they are currently working in.

Skeleton-Crew

Idea: a skeleton (or only a skeleton head)

If you have fewer Employees than your Employee Cap permits, Employees in this Building learn 75% more, but generate 50% less prestige.

Internship Programme

Idea: a small employe with an arrow pointing up, and a bigger employee with an arrow pointing down

Employees with Stats below 2.5 stars improve 75% quicker while Employees with Stats above 3 stars improve 75% slower while working in this building.

Renovation

idea: two construction tools arranged like an X (like a hammer and wrench)

  • Building can not be removed.
  • Workers inside can not be moved.
  • Its passive effects are not applied, as if it were un-manned.
  • It does not generate Prestige.
  • Every Tick there is a 25% that this Effect clears and is replaced with Clean Workspace.

Determination

Idea: an employee on fire (and glowing/starry eyes if possible)

If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.

Self-contained //No longer in game

This Building can't gain effects from other Buildings. (However this building can still apply it's own effects on itself. It can also be affected by Random Events)

Negative Effects

Accident-prone

Idea: a triangle with an exclamation mark inside

Every tick there is a 75% chance for one worker to dissapear from this building.

In the Zone

Idea: an employee inside a building

Workers in this building can not be removed once placed inside. (They can, however, still be fired.)

Ineffective

Idea: a thumbs down with 1 arrow pointing down

Reduce prestige output of this building by 30%.

Burn-Out

Idea: an employee inside a burning building

  • Deactivate positive effects
  • Employees in this building can not be moved.
  • Reduce prestige output of this Building by 50%.
  • Every Tick this effect has a 25% chance to clear from this Building.

Deadline

Idea: a clock on fire

  • Effects on this Building have a 0% chance of clearing.
  • This effect itself has a 75% chance of clearing. (This chance of clearing is un-affected by Deadlines effect.)
  • If Deafline clears, no other effects clear that tick.

Disorganised

Idea: 3 employees, each have a question mark

  • Employees in this Building use a random stat to determine their prestige output and learning incrementation.
  • Every tick there is a 50% chance for this effect to be applied to all buildings in the area-of-effect.
  • Every tick there is a 50% chance for this effect to clear. (Note that clearing calculates before spreading.)

Wasted Potential

Idea: an employee with a thumbs down as their head

Employees who work in this Building will always utilise their lowest stat for determining their Prestige generation, unless they are in a slot in which they could utilise their highest stat, in which case they will use their highest stat as they normally would.

Low Wages // Maybe use as penalty for employing too many workers

Idea: a graph with a business arrow going down

  • Reduce Prestige output in this Building by 50%.
  • There is a 25% chance that 1-2 employees dissapear from this building.