xania
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Training cost is always 1
Probably a hangover: https://github.com/mattgodbolt/xania/blob/main/src/act_move.cpp#L1067-L1212
Am refactoring that code now; so the cost is going to be made into ... a constant for now. CC @snellers in case you think costs need tweaking (easy to change if so!)
Sort of devalues the class's prime attribute a tiny bit? But probably not enough to worry about.
It's been a long time since I considered this one, so a few rambling thoughts...
My memory of how train
worked may be hazy, but I always remember it costing 1 to train everything. My guess is that at some point, somebody was envisioning that eventually:
- the stat that's the class's "primary" stat might cost nothing
- or, the stats that aren't the class "primary" would cost more, 2 or 3 perhaps.
- or a variation on that: certain things might cost more to train for players at a higher level, and/or make the cost of scaling certain stats like
hp
ormana
scale up. - or maybe certain trainers would be more expensive than others based location, alignment or something like that.
Changing it to behave like 2 would impact how expert players would plan long term for their use of trains for the gain
command. A long time ago we added the gain
feature where you could blow trains to learn an out-of-class skill/spell group. This was pretty empowering, and gave players a longer term objective by making them think about how to optimize their spending, and incentivised getting +Wis items as early as possible to maximise trains gained each level too.
Doubling the (non-primary stat) training costs would probably put some gains out of reach, unless we also reworked the "trains gained at level time" calculation, or the costs of learning/gaining things, and those costs also apply at character creation time. So it'd have a ripple effect.
Option 3 would have less impact, I think. e.g. to discourage from pumping trains endlessly into the hp
stat, the cost of it could increase slightly after you've done this a certain number of times. This would only make sense if there were players gaining an "unbalanced" advantage by min-maxing on hp
, though. And of course right now there's no data to support that ;-)
Option 4 would only make sense if it was actually hard to get to a trainer, or where there was a reputation/faction system. I guess having an alignment penalty sort of makes sense.