Daycare manager/technical stuff 2.5: Difference between revisions
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Represents the child being in a state where they don't like what is happening. If this stat goes too high, it will increase distress and have a detrimental effect on the encounter. If this stat remains low, it will not change any of the child's key stats. However, if you manage to keep discomfort within a certain window, it will improve your key stats with this child. | Represents the child being in a state where they don't like what is happening. If this stat goes too high, it will increase distress and have a detrimental effect on the encounter. If this stat remains low, it will not change any of the child's key stats. However, if you manage to keep discomfort within a certain window, it will improve your key stats with this child. | ||
Generating discomfort. Each "Sex," "Touch," and "Exposure" act has a number it generates in resistance. Each one of these acts has a key stat that counteracts this resistance. For "Sex acts" it is "Relationship." For "Touch acts" it is "Touch" and for "Exposure acts" it is "Exposure." Subtract the key stat for that kind of act from the resistance it generates. This will give you the discomfort created by the action. | |||
If "Discomfort" is below 20 for the act, the act will not increase or decrease "touch" or "exposure." If "Discomfort" is above 50, it generates 1 point of distress for every point it goes above 50. If "Discomfort" goes above 80, it is only possible to loose "touch" and "exposure." It is not possible to gain it from the act you are engaging in after that point. | |||
If "Relationship" is above 50, it will reduce "Discomfort" by 1 point for every point above 50. However, the child will still receive stat increases even if "Relationship" reduces "Discomfort" to below 20 assuming it was over in the first place before the "Relationship" calculation was run. | |||
'''Distress''' | '''Distress''' | ||
Distress causes several detrimental effects in terms of interacting with the child. This will skyrocket the child's resistance, and it will also increase the chances of your actions being found out by the child's parent whether the child is the one to tell them or not. High levels of distress and discomfort combined can also worsen your key stats with the child. | Distress causes several detrimental effects in terms of interacting with the child. This will skyrocket the child's resistance, and it will also increase the chances of your actions being found out by the child's parent whether the child is the one to tell them or not. High levels of distress and discomfort combined can also worsen your key stats with the child. | ||
Distress increases resistance to all acts on a 1 to 1 basis, and for every 25 distress "Touch" and "Exposure" are reduced by 10 points each on a temporary basis until Distress can be reduced. | |||
'''Happiness''' | '''Happiness''' | ||
The counter to distress. Will lower resistance and makes it easier to increase your "relationship" stat with the child. Will also slow the rate at which "Discomfort" raises and act as a buffer against increasing levels of "Distress" (Happiness will be reduced instead of distress raising until happiness | The counter to distress. Will lower resistance and makes it easier to increase your "relationship" stat with the child. Will also slow the rate at which "Discomfort" raises and act as a buffer against increasing levels of "Distress" (Happiness will be reduced instead of distress raising until happiness is depleted.) | ||
Happiness also acts the same as "Relationship" on a 2 to 1 basis (2 points happiness = 1 point relationship) for the purpose of reducing discomfort. | |||
Further, if happiness is below 30 during an act, negative stat modifications are doubled. If happiness is above 70 during an act, positive stat modifications are doubled. | |||
Happiness is, however, the single most volatile of the 3 volatile stats. It can easily climb or drop. However, it is leveled out and kept somewhat stable by the more enduring "General happiness" stat. Any time happiness drops below the "General happiness" stat, 1/4 of the child's "General happiness" will be restored per neutral action you engage in with the child and 1/2 will be restored per consensual action. If not engaged with the child, it will restore by 1/4 per time you choose the "wait" command or begin a new encounter that is not with the child. | |||
If Happiness exceeds the "General happiness" stat, it will be reduced by -10 every time you are not engaged with the child and select the "wait" command or engage in a new encounter that is not with the child. | |||
These corrective actions will not over-correct past the "General happiness" stat. | |||
===Key stats=== | ===Key stats=== | ||
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How comfortable the child feels with you, or how happy they are when they see you. This stat will influence the child's general happiness, and resistance levels. It will also raise the threshold "discomfort" needs to reach before it starts translating into increased levels of "distress." | How comfortable the child feels with you, or how happy they are when they see you. This stat will influence the child's general happiness, and resistance levels. It will also raise the threshold "discomfort" needs to reach before it starts translating into increased levels of "distress." | ||
The relationship stat is the most important stat for cutting through all forms of resistance, and can reduce the amount of resistance generated by all other mechanics. | |||
'''General happiness''' | '''General happiness''' | ||
General happiness is the default the "happiness" stat will always reset to at the beginning of each day and any time the player spends a significant amount of time away from the child. The only effect of this stat is where the happiness stat resets to. However, there are several things that determine how general happiness is calculated. | General happiness is the default the "happiness" stat will always reset to at the beginning of each day and any time the player spends a significant amount of time away from the child. The only effect of this stat is where the happiness stat resets to. However, there are several things that determine how general happiness is calculated. | ||
*[[Daycare manager/technical stuff 2.5/General happiness mechanics|General happiness mechanics]] (will include information currently below and expand on it. This section will be filled when rules, cleanliness, and/or entertainment mechanics are worked out) | |||
General happiness is found by taking a weighted average between the child's home life and the child's daycare life. (whichever one is higher gets a stronger weight in the calculation depending on how many full multiples of the other it is higher by. So, if the child's home life has a general happiness rating of 50, and the daycare situation is 20, the home life will have a weight of 2 because it is over twice the daycare happiness rating.) | General happiness is found by taking a weighted average between the child's home life and the child's daycare life. (whichever one is higher gets a stronger weight in the calculation depending on how many full multiples of the other it is higher by. So, if the child's home life has a general happiness rating of 50, and the daycare situation is 20, the home life will have a weight of 2 because it is over twice the daycare happiness rating.) | ||
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For now, home-life happiness will be given in the child's profile and will be static throughout the game unless and until there is an update. | For now, home-life happiness will be given in the child's profile and will be static throughout the game unless and until there is an update. | ||
For daycare happiness calculations, it is in turn the average of | For daycare happiness calculations, it is in turn the average of 4 factors. | ||
*Relationship with other children (defaults to 20 if there are no other children) | *Relationship with other children (defaults to 20 if there are no other children) | ||
*Relationship with MC (relationship stat) | *Relationship with MC (relationship stat) | ||
*Daycare standards (combination of rules, cleanliness, and entertainment available at the daycare. Anything that matches up perfectly with something the child has at home will receive a bonus +5) | *Daycare standards (combination of rules, cleanliness, and entertainment available at the daycare. Anything that matches up perfectly with something the child has at home will receive a bonus +5) | ||
*Sexual relationship with MC (ratio of consensual to non-consensual sex as a %. Non-consensual sex weighted at full from start. Consensual sex weighted at # of sexual experiences /5 if # is less than 5. Additional -50 if there is any non-consensual sex in the past week. -30 in the past month. -20 in the past year, and -10 in the past | *Sexual relationship with MC (ratio of consensual to non-consensual sex as a %. Non-consensual sex weighted at full from start. Consensual sex weighted at # of sexual experiences /5 if # is less than 5. Additional -50 if there is any non-consensual sex in the past week. -30 in the past month. -20 in the past year, and -10 in the past at all. Only the current highest tier sex act performed with the child is counted in the calculation. Disregard statistics for any lower level sex acts once a higher level one has been performed.) | ||
'''Touch''' | '''Touch''' | ||
Determines how much discomfort or resistance will result from various forms of touching. | Determines how much discomfort or resistance will result from various forms of touching. | ||
Raising or lowering "Touch" stat. | |||
The child's "touch" stat can be improved by being on the receiving end of a "touch" act and receiving the "permissive," "not bothered," "happy," or "enthralled" result from it, while also having an "uncomfortable" stat that is between 20 and 80. The stat will decrease if they get a "bothered," "dislike," or "hate" result, and "uncomfortable" stat is above 20. | |||
After the stat hits certain thresholds, it will take more to improve it and lower-rank touch acts will stop doing the job. | |||
*Child has 10+ "touch," need at least a tier 0 touch act to improve stat, the negligible tier will no longer raise "touch." | |||
*Child has 30+ "touch," tier 1 or greater touch acts are required. | |||
*Child has 50+ "touch," tier 2 or greater touch acts are required. | |||
*Child has 70+ "touch," tier 3 or greater touch acts are required. | |||
*Child has 90+ "touch," tier 4 or greater touch acts are required. | |||
*[[Daycare manager/technical stuff 2.5/Touch generated resistance|Touch generated resistance]] | |||
'''Exposure''' | '''Exposure''' | ||
Determines how much discomfort or resistance will result from various forms of exposure. | Determines how much discomfort or resistance will result from various forms of exposure. | ||
*[[Daycare manager/technical stuff 2.5/Exposure generated resistance|Exposure generated resistance]] | |||
'''Risk''' | '''Risk''' | ||
Chances of the child telling their parents about things you have done with them. Is determined by the child's relationship stat with MC Vs. relationship with parents, as well as their "innocence" level. | Chances of the child telling their parents about things you have done with them. Is determined by the child's relationship stat with MC Vs. relationship with parents, as well as their "innocence" level. | ||
Lower innocence reduces risk, but only if relationship with MC is high. The threshold relationship needs to be at increases as innocence is reduced. | |||
*[[Daycare manager/technical stuff 2.5/Risk mechanics|Risk mechanics]] | |||
'''Resistance''' | |||
The real key stat. All other stats aside from "risk" and the parent related stats are really for the sole purpose of eventually funneling into creating a final "resistance" number. Any and all cross-interactions between other stats are just for the purpose of spitting out this final number, and then referencing it to the "sex results" table. | |||
==Enduring stats== | '''Base resistance''' | ||
Stats that are either impossible or nearly impossible to move in either direction or, in the case of "innocence," can only be moved in one direction. | |||
An amount of minimum default resistance added to all interactions with the player character. Certain conditions can raise or lower base resistance. | |||
*[[Daycare manager/technical stuff 2.5/Resistance by sex act|Base resistance by sex act]] | |||
===Enduring stats=== | |||
Stats that are either impossible or nearly impossible to move in either direction or, in the case of "innocence" and "sex knowledge," can only be moved in one direction. | |||
'''Innocence''' | '''Innocence''' | ||
Represents a child's lack of exposure to sex acts and sex knowledge. Will become lower with every sex knowledge the child picks up. Has some influence on resistance and in determining whether or not a certain sex act will receive "objectionable" status. However, it is not the strongest influence. Specific sex knowledges have a far more influential effect. | Represents a child's lack of exposure to sex acts and sex knowledge. Will become lower with every sex knowledge the child picks up. Has some influence on resistance and in determining whether or not a certain sex act will receive "objectionable" status. However, it is not the strongest influence. Specific sex knowledges have a far more influential effect. | ||
The strongest effects of "innocence" is determining which tier various sex acts wind up on for determining resistance, and whether or not the child is capable of acquiring certain sex knowledges. | |||
*[[Daycare manager/technical stuff 2.5/Innocence and sex knowledge|Effects of innocence on sex knowledge]] | |||
*[[Daycare manager/technical stuff 2.5/Innocence and sex acts|Effects of innocence on child's view of sex acts]] | |||
'''Sex knowledge''' | |||
Sex knowledge is not represented by a number. Rather, sex knowledge is a list of specific features of sexual knowledge a child can pick up. Each knowledge is assigned 2 numbers. The first number determines how much innocence the child looses for acquiring this knowledge, and the second number determines how much resistance is generated in regards to sex acts for acquiring this knowledge. | |||
*[[Daycare manager/technical stuff 2.5/Sex knowledge|Sex knowledge list]] | |||
'''Parental relationship''' | '''Parental relationship''' | ||
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Determines how likely the parents are to notice something is happening between you and their child even if their child doesn't say anything about it. Also influences the child's home-life general happiness. | Determines how likely the parents are to notice something is happening between you and their child even if their child doesn't say anything about it. Also influences the child's home-life general happiness. | ||
== | ==Condition/dispositions== | ||
These items will be tabled and not addressed until more of the game has formed up. They are planned for a later version, but no numbers or mechanics will be attached to these things at this point. | |||
==Action results== | |||
Will be used in the final calculation with the "resistance" stat once all calculations have been figured out. | |||
(Revised to apply to all acts instead of just sex.) | |||
Effects of Relationship: If Relationship is <20, -1 to the final Action result. If Relationship is 60+, +1 to final action result. If Relationship is 90+, +2 to final action result | |||
===Enthralled=== | |||
Can only be achieved with high relationship. | |||
Consenting reaction. Child was excited and really liked the action. | |||
[Relationship] [Touch] [Exposure] -[Resistance] | |||
===Happy=== | |||
Resistance < 10 | |||
Consenting reaction. Child really appreciated the action, but didn't get out of control in response to it. | |||
[Relationship] [Touch] [Exposure] | |||
===Not bothered=== | |||
Resistance 10-29 | |||
Consenting reaction. Child is not distressed by the act, but does not seem especially excited either. | |||
[Touch] [Exposure] | |||
If "Relationship" is <20, add [Relationship] tag. | |||
===Permissive=== | |||
Resistance 30-49 | |||
Neutral reaction. Child is confused about what happened, and can't entirely decide whether they thought it was a good thing or a bad thing. | |||
[Touch] [Exposure] | |||
===Uncertain=== | |||
Resistance 50-69 | |||
Neutral reaction. Child put up resistance but would not actually say they disliked the action if asked about it. | |||
=== | ===Bothered=== | ||
Resistance 70-89 | |||
Non-consenting reaction. Child would not go out of their way to express their dislike for what was done, but they will say they didn't like it if asked. Might start acting out if a large number of actions get this result. | |||
Child | |||
=== | -[Touch] -[Exposure] | ||
===Dislike=== | |||
Resistance 90-200 | |||
Non-consenting reaction. Child hated what you did and considers it unusually bad, but doesn't consider it so bad they have to challenge your authority on the issue. Might start acting out if this result comes up repeatedly. | |||
-[Relationship] -[Touch] -[Exposure] | |||
=== | ===Hate=== | ||
Resistance 200+ | |||
Non-consenting reaction. Child absolutely hated what you did and will likely act out based on this single action. | |||
Child | |||
-[Relationship] -[Touch] -[Exposure] [Resistance] | |||
[[Category:Daycare manager|Technical stuff 2.5]] | [[Category:Daycare manager|Technical stuff 2.5]] |
Latest revision as of 00:33, 21 September 2020
After working out the mechanics for the game, I have been struck by a bit of a "eureka" moment in terms of how to condense and decomplicate the technical side of thee game further. It is largely built on the version 2 model, thus why this is called 2.5 instead of "version 3." However, there will be a very new focus and feel with the direction everything goes.
For the most part, the "innocence" and "sex knowledge" mechanics will be kept as is, but the structure of the mechanics will be revised such that everything calculates out to a single dependent stat called "resistance." Whether or not you have lowered the child's "resistance" stat enough while performing a sex act determines whether or not it is considered consensual.
Child's stats
Volatile stats
Stats that can change wildly throughout gameplay. Most gameplay will revolve around manipulating these stats in order to create conditions where the "key stats" can be moved.
Discomfort
Represents the child being in a state where they don't like what is happening. If this stat goes too high, it will increase distress and have a detrimental effect on the encounter. If this stat remains low, it will not change any of the child's key stats. However, if you manage to keep discomfort within a certain window, it will improve your key stats with this child.
Generating discomfort. Each "Sex," "Touch," and "Exposure" act has a number it generates in resistance. Each one of these acts has a key stat that counteracts this resistance. For "Sex acts" it is "Relationship." For "Touch acts" it is "Touch" and for "Exposure acts" it is "Exposure." Subtract the key stat for that kind of act from the resistance it generates. This will give you the discomfort created by the action.
If "Discomfort" is below 20 for the act, the act will not increase or decrease "touch" or "exposure." If "Discomfort" is above 50, it generates 1 point of distress for every point it goes above 50. If "Discomfort" goes above 80, it is only possible to loose "touch" and "exposure." It is not possible to gain it from the act you are engaging in after that point.
If "Relationship" is above 50, it will reduce "Discomfort" by 1 point for every point above 50. However, the child will still receive stat increases even if "Relationship" reduces "Discomfort" to below 20 assuming it was over in the first place before the "Relationship" calculation was run.
Distress
Distress causes several detrimental effects in terms of interacting with the child. This will skyrocket the child's resistance, and it will also increase the chances of your actions being found out by the child's parent whether the child is the one to tell them or not. High levels of distress and discomfort combined can also worsen your key stats with the child.
Distress increases resistance to all acts on a 1 to 1 basis, and for every 25 distress "Touch" and "Exposure" are reduced by 10 points each on a temporary basis until Distress can be reduced.
Happiness
The counter to distress. Will lower resistance and makes it easier to increase your "relationship" stat with the child. Will also slow the rate at which "Discomfort" raises and act as a buffer against increasing levels of "Distress" (Happiness will be reduced instead of distress raising until happiness is depleted.)
Happiness also acts the same as "Relationship" on a 2 to 1 basis (2 points happiness = 1 point relationship) for the purpose of reducing discomfort.
Further, if happiness is below 30 during an act, negative stat modifications are doubled. If happiness is above 70 during an act, positive stat modifications are doubled.
Happiness is, however, the single most volatile of the 3 volatile stats. It can easily climb or drop. However, it is leveled out and kept somewhat stable by the more enduring "General happiness" stat. Any time happiness drops below the "General happiness" stat, 1/4 of the child's "General happiness" will be restored per neutral action you engage in with the child and 1/2 will be restored per consensual action. If not engaged with the child, it will restore by 1/4 per time you choose the "wait" command or begin a new encounter that is not with the child.
If Happiness exceeds the "General happiness" stat, it will be reduced by -10 every time you are not engaged with the child and select the "wait" command or engage in a new encounter that is not with the child.
These corrective actions will not over-correct past the "General happiness" stat.
Key stats
Stats that require certain conditions to move or change, but form the baseline for all the calculations in the game mechanics.
Relationship
How comfortable the child feels with you, or how happy they are when they see you. This stat will influence the child's general happiness, and resistance levels. It will also raise the threshold "discomfort" needs to reach before it starts translating into increased levels of "distress."
The relationship stat is the most important stat for cutting through all forms of resistance, and can reduce the amount of resistance generated by all other mechanics.
General happiness
General happiness is the default the "happiness" stat will always reset to at the beginning of each day and any time the player spends a significant amount of time away from the child. The only effect of this stat is where the happiness stat resets to. However, there are several things that determine how general happiness is calculated.
- General happiness mechanics (will include information currently below and expand on it. This section will be filled when rules, cleanliness, and/or entertainment mechanics are worked out)
General happiness is found by taking a weighted average between the child's home life and the child's daycare life. (whichever one is higher gets a stronger weight in the calculation depending on how many full multiples of the other it is higher by. So, if the child's home life has a general happiness rating of 50, and the daycare situation is 20, the home life will have a weight of 2 because it is over twice the daycare happiness rating.)
For now, home-life happiness will be given in the child's profile and will be static throughout the game unless and until there is an update.
For daycare happiness calculations, it is in turn the average of 4 factors.
- Relationship with other children (defaults to 20 if there are no other children)
- Relationship with MC (relationship stat)
- Daycare standards (combination of rules, cleanliness, and entertainment available at the daycare. Anything that matches up perfectly with something the child has at home will receive a bonus +5)
- Sexual relationship with MC (ratio of consensual to non-consensual sex as a %. Non-consensual sex weighted at full from start. Consensual sex weighted at # of sexual experiences /5 if # is less than 5. Additional -50 if there is any non-consensual sex in the past week. -30 in the past month. -20 in the past year, and -10 in the past at all. Only the current highest tier sex act performed with the child is counted in the calculation. Disregard statistics for any lower level sex acts once a higher level one has been performed.)
Touch
Determines how much discomfort or resistance will result from various forms of touching.
Raising or lowering "Touch" stat.
The child's "touch" stat can be improved by being on the receiving end of a "touch" act and receiving the "permissive," "not bothered," "happy," or "enthralled" result from it, while also having an "uncomfortable" stat that is between 20 and 80. The stat will decrease if they get a "bothered," "dislike," or "hate" result, and "uncomfortable" stat is above 20.
After the stat hits certain thresholds, it will take more to improve it and lower-rank touch acts will stop doing the job.
- Child has 10+ "touch," need at least a tier 0 touch act to improve stat, the negligible tier will no longer raise "touch."
- Child has 30+ "touch," tier 1 or greater touch acts are required.
- Child has 50+ "touch," tier 2 or greater touch acts are required.
- Child has 70+ "touch," tier 3 or greater touch acts are required.
- Child has 90+ "touch," tier 4 or greater touch acts are required.
Exposure
Determines how much discomfort or resistance will result from various forms of exposure.
Risk
Chances of the child telling their parents about things you have done with them. Is determined by the child's relationship stat with MC Vs. relationship with parents, as well as their "innocence" level.
Lower innocence reduces risk, but only if relationship with MC is high. The threshold relationship needs to be at increases as innocence is reduced.
Resistance
The real key stat. All other stats aside from "risk" and the parent related stats are really for the sole purpose of eventually funneling into creating a final "resistance" number. Any and all cross-interactions between other stats are just for the purpose of spitting out this final number, and then referencing it to the "sex results" table.
Base resistance
An amount of minimum default resistance added to all interactions with the player character. Certain conditions can raise or lower base resistance.
Enduring stats
Stats that are either impossible or nearly impossible to move in either direction or, in the case of "innocence" and "sex knowledge," can only be moved in one direction.
Innocence
Represents a child's lack of exposure to sex acts and sex knowledge. Will become lower with every sex knowledge the child picks up. Has some influence on resistance and in determining whether or not a certain sex act will receive "objectionable" status. However, it is not the strongest influence. Specific sex knowledges have a far more influential effect.
The strongest effects of "innocence" is determining which tier various sex acts wind up on for determining resistance, and whether or not the child is capable of acquiring certain sex knowledges.
Sex knowledge
Sex knowledge is not represented by a number. Rather, sex knowledge is a list of specific features of sexual knowledge a child can pick up. Each knowledge is assigned 2 numbers. The first number determines how much innocence the child looses for acquiring this knowledge, and the second number determines how much resistance is generated in regards to sex acts for acquiring this knowledge.
Parental relationship
Child's relationship to their parents. Determines the likelihood of the child telling their parents about things that happen at the daycare.
Parental risk
Chance of the parents bringing the law into the situation should they suspect or discover MC has been sexual with their child.
Parental care
Determines how likely the parents are to notice something is happening between you and their child even if their child doesn't say anything about it. Also influences the child's home-life general happiness.
Condition/dispositions
These items will be tabled and not addressed until more of the game has formed up. They are planned for a later version, but no numbers or mechanics will be attached to these things at this point.
Action results
Will be used in the final calculation with the "resistance" stat once all calculations have been figured out.
(Revised to apply to all acts instead of just sex.)
Effects of Relationship: If Relationship is <20, -1 to the final Action result. If Relationship is 60+, +1 to final action result. If Relationship is 90+, +2 to final action result
Enthralled
Can only be achieved with high relationship.
Consenting reaction. Child was excited and really liked the action.
[Relationship] [Touch] [Exposure] -[Resistance]
Happy
Resistance < 10
Consenting reaction. Child really appreciated the action, but didn't get out of control in response to it.
[Relationship] [Touch] [Exposure]
Not bothered
Resistance 10-29
Consenting reaction. Child is not distressed by the act, but does not seem especially excited either.
[Touch] [Exposure]
If "Relationship" is <20, add [Relationship] tag.
Permissive
Resistance 30-49
Neutral reaction. Child is confused about what happened, and can't entirely decide whether they thought it was a good thing or a bad thing.
[Touch] [Exposure]
Uncertain
Resistance 50-69
Neutral reaction. Child put up resistance but would not actually say they disliked the action if asked about it.
Bothered
Resistance 70-89
Non-consenting reaction. Child would not go out of their way to express their dislike for what was done, but they will say they didn't like it if asked. Might start acting out if a large number of actions get this result.
-[Touch] -[Exposure]
Dislike
Resistance 90-200
Non-consenting reaction. Child hated what you did and considers it unusually bad, but doesn't consider it so bad they have to challenge your authority on the issue. Might start acting out if this result comes up repeatedly.
-[Relationship] -[Touch] -[Exposure]
Hate
Resistance 200+
Non-consenting reaction. Child absolutely hated what you did and will likely act out based on this single action.
-[Relationship] -[Touch] -[Exposure] [Resistance]