Difference between revisions of "Employees"

From Pearhub Wiki
Jump to navigation Jump to search
 
(13 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Employees are the workers of the player's company.  
Employees are the workers of the player's company.  


In the Buy Menu the pllayer can select employees aand be met with a selection of employees. All player  see the same selection of emplloyees, when a player buys one of them they become unavailable to all other lplayers  and a new employee is put into the selection.
In the Buy Menu the player is met with a selection of employees he can hire. All players see the same selection of employees. When a player buys one of them, they become unavailable to all other players and a newly generated employee is put into the selection.
 
The expected amount of workers that a player will have are:
 
* 5 in Tier 1 (Lv 1-20)
* 10 in Tier 2 (Lv 20-60)
* 15 in Tier 3 (Lv 60-80)
* 20 in Tier 4 (Lv 80-100)
 
(See [[Resources#Prestige]])


The standard amount of employees the player should have is 20.
== Attributes ==
== Attributes ==
[[File:Worker Stats.png|thumb|184x184px]]
[[File:Worker Stats.png|thumb|184x184px]]
<small>// No stats nor roles for MVP</small>
All Employees posess 4 stats that are showcased with Stars. Each stat/star is calculated and saved as a value between 0.00 and 5.00. (ex. 2.75 stars) Employees automatically are associated with the role that is related to their highest Stat. Should a workers highest stat change to something else, so will their Role change to suit that stat. A worker may not spawn with identical stats.


Employees posses 4(?) stats, front-end programming, back-end programming, art and management, where the numbers for each are randomly generated. The higher the number, the better they perform in the corresponding field. The highest stat determines the role, which makes it easier to search for the perfect employee for a certain building slot.
The number associated with the stars will influence how well they perform in their work in the different slots of the different buildings. An employees stat will influence output in the following way:


The attributes will be displayed via a 5 star graphic which will be partly filled based on the characters proficency.
* 0 star: +5 prestige
* 1 star: +15 prestige
* 2 star: +25 prestige
* 3 star: +50 prestige
* 4 star: +100 prestige
* 5 star: +200 prestige


Note that progression for characters will work as follows. Working from 1% to 40% will be slow at the start and become quiker the higher the stat. From 40% to 60 it will remain neutral. From 60% to 100% the progression will slow down the higher the value becomes.
<math>\theta = \alpha + [x * (\beta - \alpha)]</math>
where
* <math>\theta</math> is the resulting prestige generation
* <math>\alpha</math> is the prestige generated at the previous star level
* <math>\beta</math> is the prestige generated at the next star level
* <math>x</math> is the progress, in percent, from the last to the next star level


Additionally, every Employees possesses a randomly generated ability which may improve their work, the building, or other employees. These Abilities should change some things about that character giving them aa preferred envirenment and working conditions, which when fullfilled will increase their efficency.
The stars will be partly filled in showing where the employee is exactly in his development. Additionally the stars will be coloured in a way determined by their overall value. If an employee has 1 star or less they will all be Bronze. When the player gets closer to the 2nd star the stars will slowly turn silver. As the player reaches the 3rd star they will turn golden. And finally as they reach the 4th star they will slowly turn platinum coloured.


Characters begin play with 2 traits. One positive and one negative
As the employees work in their fields they will improve in their skills. They will improve always in only the skill or skills that they have been actively using in the slot that they have been placed in. The rate of improvement is dependent on how far that employee's stat already is:
 
* 1%: Improves by 0.005
* 40-60%: Improves by 0.05
* 100%:  Improves by 0.005
 
The function to calculate is as follows.
 
if(x% < 0.40%)
  (x%*2.5)/20
else if(x% > 0.60%)
  ((1.00%-x%)*2.5)/20
else
  0.05
 
Additionally, every employee possesses two randomly generated traits which may improve their work, the building, or other employees. These traits should change some things about that character, giving them a preferred environment and working conditions, which, when fulfilled, will increase their efficiency.
 
Characters begin play with 2 traits. One positive and one negative.


== Use ==
== Use ==
Line 25: Line 60:
=== Trading ===
=== Trading ===
<small>// No trading for MVP</small>
<small>// No trading for MVP</small>
== Firing ==
A player may choose to fire an employee by paying their severance package. Doing so always costs 50 pear-coins.
== Spawning ==
Workers Spawn with a set amount of parameters in the Worker shop. The exact stats depend on the average prestige of the game server (classroom). One of the workers' stats is designated as the role stat and elevated above the others, while another stat is designated as the lower and made significantly lower than other stats. This happens randomly.
{| class="wikitable"
! Average Prestige Level
! Lowest Stat
! Normal Stat
! Highest Stat
|-
| <= 10
| 0.01-1.0
| 0.5 -1.5
| 1.0 - 2.0
|-
| 10-20
| 0.01-1.5
| 0.5 -2.0
| 1.5 - 3.0
|-
| 20-60
| 0.01-1.5
| 1.5 -3.0
| 2.5 - 4.0
|-
| 60-100
| 0.5-2.0
| 2.0 -3.0
| 3.0 - 4.5
|}
Additionally Workers will be given a random sex, picture and name upon spawning into existence.
== Slot-Interactions ==
=== General Slots ===
Employees that work in General Slots always utilise their highest Skill to determine their effectiveness. It is that same skill that they will improve in.
=== Role-Specific Slots ===
Employees that work in Role-Specific Slots always utilise the stat associated with that role. It is that same stat that they will improve in.
=== AND Slots ===
Employees that work in AND Slots will utilise both stats associated with the displayed roles. To calculate their effectiveness add both their relevant stats together and divide by 2. They will improve in both skills by half their normal improvement rate.
=== OR Slots ===
Employees working in OR Slots will utilise the higher of the 2 associated skills, and thus improve in only the one they use.
=== Primary/Secondary Slots ===
Employees working in Primary/Secondary Slots will utilise the stat that is associated with the primary role to calculate 80% of their efficiency while the other 20% are calculated using their secondary stat. They improve in those skills by the same amount for percent they have utilised (80%/20%)
== Employee Cap ==
Every player has an employee Cap. A soft maximum number of Workers they can maintain without invoking penalties.
The cap is dependent on the player's prestige and is calculated as follows:
x = prestige level
Log(prestigeLevel + (1 / prestigeLevel)) * 3
The result of which gets rounded down.
When the player goes over the employee cap, he will start taking penalties to his prestige gain.
For each employee over the cap his prestige gain is reduced by 5%. This is loss is stackable up to 60%.
As long as the player is over his cap this effect persists.
[[Category:Game Design]]
[[Category:Game Design]]

Latest revision as of 09:22, 28 June 2022

Employees are the workers of the player's company.

In the Buy Menu the player is met with a selection of employees he can hire. All players see the same selection of employees. When a player buys one of them, they become unavailable to all other players and a newly generated employee is put into the selection.

The expected amount of workers that a player will have are:

  • 5 in Tier 1 (Lv 1-20)
  • 10 in Tier 2 (Lv 20-60)
  • 15 in Tier 3 (Lv 60-80)
  • 20 in Tier 4 (Lv 80-100)

(See Resources#Prestige)

Attributes

Worker Stats.png

All Employees posess 4 stats that are showcased with Stars. Each stat/star is calculated and saved as a value between 0.00 and 5.00. (ex. 2.75 stars) Employees automatically are associated with the role that is related to their highest Stat. Should a workers highest stat change to something else, so will their Role change to suit that stat. A worker may not spawn with identical stats.

The number associated with the stars will influence how well they perform in their work in the different slots of the different buildings. An employees stat will influence output in the following way:

  • 0 star: +5 prestige
  • 1 star: +15 prestige
  • 2 star: +25 prestige
  • 3 star: +50 prestige
  • 4 star: +100 prestige
  • 5 star: +200 prestige

where

  • is the resulting prestige generation
  • is the prestige generated at the previous star level
  • is the prestige generated at the next star level
  • is the progress, in percent, from the last to the next star level

The stars will be partly filled in showing where the employee is exactly in his development. Additionally the stars will be coloured in a way determined by their overall value. If an employee has 1 star or less they will all be Bronze. When the player gets closer to the 2nd star the stars will slowly turn silver. As the player reaches the 3rd star they will turn golden. And finally as they reach the 4th star they will slowly turn platinum coloured.

As the employees work in their fields they will improve in their skills. They will improve always in only the skill or skills that they have been actively using in the slot that they have been placed in. The rate of improvement is dependent on how far that employee's stat already is:

  • 1%: Improves by 0.005
  • 40-60%: Improves by 0.05
  • 100%: Improves by 0.005

The function to calculate is as follows.

if(x% < 0.40%)
  (x%*2.5)/20
else if(x% > 0.60%)
  ((1.00%-x%)*2.5)/20
else
  0.05

Additionally, every employee possesses two randomly generated traits which may improve their work, the building, or other employees. These traits should change some things about that character, giving them a preferred environment and working conditions, which, when fulfilled, will increase their efficiency.

Characters begin play with 2 traits. One positive and one negative.

Use

Buildings

An employee can be placed into a building to fill a slot and activate passive effects while also increasing revenue and prestige.

Trading

// No trading for MVP

Firing

A player may choose to fire an employee by paying their severance package. Doing so always costs 50 pear-coins.

Spawning

Workers Spawn with a set amount of parameters in the Worker shop. The exact stats depend on the average prestige of the game server (classroom). One of the workers' stats is designated as the role stat and elevated above the others, while another stat is designated as the lower and made significantly lower than other stats. This happens randomly.

Average Prestige Level Lowest Stat Normal Stat Highest Stat
<= 10 0.01-1.0 0.5 -1.5 1.0 - 2.0
10-20 0.01-1.5 0.5 -2.0 1.5 - 3.0
20-60 0.01-1.5 1.5 -3.0 2.5 - 4.0
60-100 0.5-2.0 2.0 -3.0 3.0 - 4.5

Additionally Workers will be given a random sex, picture and name upon spawning into existence.

Slot-Interactions

General Slots

Employees that work in General Slots always utilise their highest Skill to determine their effectiveness. It is that same skill that they will improve in.

Role-Specific Slots

Employees that work in Role-Specific Slots always utilise the stat associated with that role. It is that same stat that they will improve in.

AND Slots

Employees that work in AND Slots will utilise both stats associated with the displayed roles. To calculate their effectiveness add both their relevant stats together and divide by 2. They will improve in both skills by half their normal improvement rate.

OR Slots

Employees working in OR Slots will utilise the higher of the 2 associated skills, and thus improve in only the one they use.

Primary/Secondary Slots

Employees working in Primary/Secondary Slots will utilise the stat that is associated with the primary role to calculate 80% of their efficiency while the other 20% are calculated using their secondary stat. They improve in those skills by the same amount for percent they have utilised (80%/20%)

Employee Cap

Every player has an employee Cap. A soft maximum number of Workers they can maintain without invoking penalties.

The cap is dependent on the player's prestige and is calculated as follows:

x = prestige level

Log(prestigeLevel + (1 / prestigeLevel)) * 3

The result of which gets rounded down.

When the player goes over the employee cap, he will start taking penalties to his prestige gain.

For each employee over the cap his prestige gain is reduced by 5%. This is loss is stackable up to 60%.

As long as the player is over his cap this effect persists.