Community College Hero: Knowledge is Power (old WIP thread, now closed)

Honored to help as always :wink:

Wait what spoiler? Everyone knew since the end of the first book that the MC planned on finding his powers on his. [quote=“Eric_Moser, post:1845, topic:12179”]
I’m in the process of figuring it out! I don’t have all the three paths mapped out yet, but I know where they have to end, so I’m sorta writing them backword (in my notebooks). Brainstorming is fun.
[/quote]

I’m sure that’ll be fun :grin:

Thanks!

I thought so, but the options for dealing with it were pretty fun, though I would’ve liked to have made more a scene.

I was trying to make my stats as accurate as possible from my CCH1 ending, but I wasn’t entirely sure how they were supposed to translate over? What’s 10 Yay worth in the new system, for example?

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The Yay meter isn’t changing; it will carry over from Part 1 using the same system (fairmath). I did my best to summarize the main events from Part 1 that affect Yay in the Part 2 character creation options. Frankly, I did a poor job using Yay in Part 1, and opportunities for raising/lowering it are few and far between in Part 1, so I do not want to punish/reward players too much early in Part 2 because of low/high Yay. The restaurant scene was as far as I was willing to go, and even players who don’t get served have options to extend the scene a bit and have quality Stoic time, so I didn’t feel all was lost there anyway.

There will be many more opportunities to gain/lose Yay as the story goes on, and then I will feel more comfortable with slightly larger impacts.

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i think he was referring to the mob scene you posted.

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Presumably if your audience is larger than a single homeless man, you’ll get more/less Yay for your actions?

Oooohh, my bad. That’ll never happen again

i still don’t like how when you successfully run/hide from the wyvern you still lose yay. i’d much rather have it that it simply doesn’t raise it instead.

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Nah, I think that makes sense. You’re a self-proclaimed hero running away to protect yourself while other people are still in danger, and that really doesn’t look good.

Sounds good, I’ll get started on that soon. Also, I have no issues reaching the update on my phone.

I yell “Come and catch me!” before running. The sole witness is a homeless man who I have just saved (for which I didn’t get any Yay). It seems a bit weird that this has a significant detrimental effect on my standing among the people of the city.

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that’s just the thing. you’re not doing it to protect yourself. you’re even actively goading him into following you. (when successful)
hell, you’re even dodging attacks while doing either option.

it just kind of feels that the only sane options you can pick when you’re ambushed by a villain are ‘bad’ ones.

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I do want the player to basically have to choose between ouch and yay. If you’re willing to get beat to a pulp, more yay. If you want to avoid injury (the sanest choice, yes, but not the most classically “heroic”), then less yay. I want it balanced. An option that allowed more yay and less ouch would become the “best” option.

All this being said, I need to work on the fallout scene because that could really explain the resulting yay boost or drop. It’s reported in the paper, we know that, but what does the article say? Is it accurate? Does it support the version of events put forth by the Untamed guy who will sue you? Sounds like a job for Dick Rycliff!

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Speck really needs a student-run paper for these kinds of situations

One problem is that, of the six people there, the only disinterested one is also the one least likely to have his version of the events ever told. I mean, unless the homeless man was an undercover reporter, obviously. But even then, the fact that I can have obviously saved him earlier (which doesn’t affect my Yay) is instantly forgotten. It may balance from a stats perspective, but it doesn’t really make sense, from a plot perspective.

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Give @Eric_Moser some credit,you only lose like 5 Yay if you decide to flee from him. (not sure about the bribe or hiding though).

As for the Yay changes,I like to imagine some scenarios.Maybe the homeless man went to a bar and told everyone his story with the Wyvern. He described your costume and Crook’s to the people listening and told them what happened.If you went the Retribution route and got up all the time,they’re like "God diggity damn,now THAT is the kind of person who I want protecting this town!"If you baited the Wyvern to chase you,most people would undertand but some would still say it’s unheroic (hence the small yay loss).If you hid or bribed,they’re like “What a damn pussy”.Hence,your reputation goes to shit.

Also,I have confirmed that the update indeed does not work on the phone.I have played the game multiple times only to have it end up at the police scene.

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worked on mobile for me

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???

It doesn’t work for me…wot?

Did you get the new police scene where California is talking about The Zone?

I’m on mobile and for me it cut off after the meeting where we named the team and “planned” the party

Okay, looking at the code we have:

Wyvern Yay

Fight:
Fail: +10%
Succeed and don’t get up: +20%
Get up once: +30%
Get up twice: +40%

“Run”:
Fail: -10%
Partial success: -10%
Complete success: -10%
(i.e. a full success here makes absolutely no difference to the final Yay.)

Bribe: -20%

Hide:
Like Run, hide loses 10%, no matter how well you succeed.

So, basically, “running” is exactly as bad for your Yay as hiding, even despite the “Come and get me!” This seems somewhat unfair. I agree that the MC shouldn’t necessarily gain any Yay for leading the Wyvern away, but it would surely make more sense to not decrease it either (I mean, my MC only managed a partial success, so he also loses heath here.)

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