I think this is a good idea. You never know, that .5 could be the difference in a game.
Forum > Suggestions > Strange Idea for Training
Mob-6
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We are technically wasting training points every time they go over a whole number where we will no longer train them.
If I only plan on taking strength to 48 and hit 48 with the percentage bar at 33% I'm not going to finish training it, but I'd at least like to cash out that 33%.
+1 for the idea
-1 because it's Jack's idea
0 total
If I only plan on taking strength to 48 and hit 48 with the percentage bar at 33% I'm not going to finish training it, but I'd at least like to cash out that 33%.
+1 for the idea
-1 because it's Jack's idea

0 total
Last edited Jan 17, 2009 08:41:58
MxPx3oh!3fan
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Originally posted by Knick
Originally posted by Jack Del Rio
Originally posted by killwhitneydead
So, what you're saying is, if my training on Speed is at 78%, that 78% gets converted to a decimal and added to the already existing decimal?
This is also assuming that the percentages go and we go back to using decimals.
Am i following correctly?
For the cost of 1 TP, the 78% speed would be set back to 0%, and the 0.78 would be added to the attribute.
I think 1 TP to do this is more than fair. In fact, if the player makes a habit of doing this with many attributes, it's their loss, because that TP could have gone toward training
But it would be a nice option especially if we aren't planning on training the attribute again, or if we need to bank what we have in %'s because we have a big game or a playoff game coming up.
JackDelRio has outdone himself.
for something so basic its probably my favorite suggestion in a while
Knick is right on the money here, perfect suggestion: Epic
Originally posted by Jack Del Rio
Originally posted by killwhitneydead
So, what you're saying is, if my training on Speed is at 78%, that 78% gets converted to a decimal and added to the already existing decimal?
This is also assuming that the percentages go and we go back to using decimals.
Am i following correctly?
For the cost of 1 TP, the 78% speed would be set back to 0%, and the 0.78 would be added to the attribute.
I think 1 TP to do this is more than fair. In fact, if the player makes a habit of doing this with many attributes, it's their loss, because that TP could have gone toward training
But it would be a nice option especially if we aren't planning on training the attribute again, or if we need to bank what we have in %'s because we have a big game or a playoff game coming up.JackDelRio has outdone himself.
for something so basic its probably my favorite suggestion in a while
Knick is right on the money here, perfect suggestion: Epic
theJ
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I love it.
+1
Problem is, this will take about 5 seasons to implement. Sad, considering i have so many players with extra % that doesn't do anyone any good.
I actually like the old training system better. I kinda wish Bort had used the same idea (+.XX/training) with the new training, and added bonus tokens and shopping tokens to it. I hate having that extra little bit leftover that's never going to help me.
+1
Problem is, this will take about 5 seasons to implement. Sad, considering i have so many players with extra % that doesn't do anyone any good.
I actually like the old training system better. I kinda wish Bort had used the same idea (+.XX/training) with the new training, and added bonus tokens and shopping tokens to it. I hate having that extra little bit leftover that's never going to help me.
-boz-
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im not sure if this is how it works, but i see a minor flaw maybe...
Say my speed is 20, so when i train it, it has +30%. So i do that to make my speed training % 30. Now when i spend my 28 SP to softcap speed, i can tack on .3 that i would normally have to train at 48 speed and only do like 10% each time instead of 30.
Say my speed is 20, so when i train it, it has +30%. So i do that to make my speed training % 30. Now when i spend my 28 SP to softcap speed, i can tack on .3 that i would normally have to train at 48 speed and only do like 10% each time instead of 30.
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