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Old 03-02-2021, 09:56 PM   #5
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Alternate study hours

Quote:
Originally Posted by Keampe View Post
200 hours isn't quick - You'll note that beginning skills (up to 6cp) are quicker by this method. The problem is high skills being easily learnable as once you get to 4cp per level learning skills is linear and I'd like it to be more geometric. I also want low skills to be learnable fairly quickly in game and I don't want to do it by fiat. I want a mechanistic approach.

- Shane
An alternative might be to restructure skill costs, using the same triangular numbers approach:
  1. Increase: [1], Total: [1]
  2. Increase: [2], Total: [3]
  3. Increase: [3], Total: [6]
  4. Increase: [4], Total: [10]
  5. Increase: [5], Total: [15]
So, getting enough skill to ignore the penalty for aiming at the eye, would require [45]. If you use this idea, I would recommend also using non-linear costs for at least some attributes.

That being said, CP are not linear, so this idea breaks current CP costs.
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http://forums.sjgames.com/showthread.php?t=169674

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