chua: forum
chua [2372835] Level 78 The Golden Road TGR Gilded Hand
- Forum posts (Torn's count)
- 206 observed
- Archived posts
- 193
- Threads started (archived)
- 15
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From the 193 newest archived posts.
- Company Recruitment
- Fun & Games
- Faction Recruitment
- Trading Post
- Company Discussion
- General Discussion
- Graveyard
- Bugs & Issues
Threads started
- Mutable Organized Crime Planning Duration
- Map in Travelling
- Work in the Dark, Serve the Light
- Not able to space when searching in events
- Sci-Fi: The Three-Body Problem
- 8* Sweet Shop Sugarcoated [Hiring]
- Assassin's Creed [Recruiting]
- 6* Sweet Shop Hiring for 300k
- 5* New Sweet Shop Hiring
- Sold
- Deleted
- Military and History
- 4* Candle shop hiring
- grave
- A
Most-liked posts
Likes as archived at fetch time, adjusted for how long each post had been up. Scored posts only; the full score pass runs after the import.
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Basic Infos
- Long term is encouraged
- No taxes
- Free and rotational trainings
| Position | Recommended Stats | Stat Gains | Special |
|---|---|---|---|
| Confectionist | 2,500 INT / 1,250 END | 38 INT / 19 END | None |
| Packager | 1,500 END / 750 MAN | 34 END / 17 MAN | None |
| Cleaner | 1,000 MAN / 500 END | 30 MAN / 15 END | Cleaner |
| Manager | 4,000 END / 2,000 INT | 41 END / 21 INT | Manager |
| Bookkeeper | 3,000 END / 1,500 INT | 39 END / 20 INT | Secretary |
| Marketer | 4,000 INT / 2,000 END | 41 INT / 21 END | Marketer |
| Clerk | 2,000 END / 1,000 MAN | 36 END / 18 MAN | None |
| Stars | Name | Cost (Job Points) | Effect |
|---|---|---|---|
| 1 | Sweet Tooth | 1 | 50 happiness |
| 3 | Sugar Rush | 2 | Bag of candy |
| 5 | Gluttony | 10 | 1,000 happiness |
| 7 | Energy Rush | 15 | Can of energy drink |
| 10 | Voracious | 30 | 4,500 happiness |
| Stats Efficiency | Min. Salary | Max. Salary | Perks |
|---|---|---|---|
| <25% | 50,000 | 100,000 | - |
| <50% | 75,000 | 150,000 | - |
| <75% | 100,000 | 200,000 | - |
| <100% | 125,000 | 250,000 | - |
| 100% and above | 150,000 | 300,000 | - |
1. Before going inactive for a long period (>3 days), please inform the director first.
2. Before quiting the job, please inform the director 3 days earlier.
3. Going inactive for more than 3 days without informing will be given a warning.
4. Going inactive for more than 7 days without informing will be fired.
Thank you Gallante [2829555] for sponsoring the company's banner!
Currently the planning time for a faction's organized crime requires 24 hours for each member to complete their respective role's planning, no matter which difficulty of crime it is.
I have an idea (and surely a lot of people here) on reducing/accelerate the planning time of an OC.
For example, in the "Cash Me if You Can" scenario, the role of Thief #2 will requires an ATM Key for the crime to be able to proceed.

Another example will be different roles in an OC, "Lookout", "Sniper", "Muscle", "Enforcer" and such.

Using both example, we can improve the planning time of an OC by adding additional "Criteria" to it. Such as owning certain extra items or even having certain amount of stats for a scenario or roles (similar to a crime enhancer), can increase the speed of a crime being plan.
How exactly does it works? For the "Enforcer" Role in "Stage Fright", the member will be involved in a 1v1 fight with the mistress's bodyguard. While the overall success rate is influenced by a number of factors, we can say that battle stats will play a significant part for this particular role. So, if an "Enforcer" matches, lets say the lower 40% (as it is a difficulty 4 OC) of the overall battle stats of the faction, the planning speed will be reduced by 5%, or any other amount that can scale with battle stats and such.
In case the member do not meet the required amount of stats or possess any items in their inventory, the planning duration can default back to the normal length of 24 hours per member.
It's not a huge and revolutionary idea, but I do think bringing mutable planning duration in OC could let allow the OC to add in a slither of realism and unexpectedness. What do you all think?
Recent archived posts
fast and efficient trade, price reasonable
r+
Currently the planning time for a faction's organized crime requires 24 hours for each member to complete their respective role's planning, no matter which difficulty of crime it is.
I have an idea (and surely a lot of people here) on reducing/accelerate the planning time of an OC.
For example, in the "Cash Me if You Can" scenario, the role of Thief #2 will requires an ATM Key for the crime to be able to proceed.

Another example will be different roles in an OC, "Lookout", "Sniper", "Muscle", "Enforcer" and such.

Using both example, we can improve the planning time of an OC by adding additional "Criteria" to it. Such as owning certain extra items or even having certain amount of stats for a scenario or roles (similar to a crime enhancer), can increase the speed of a crime being plan.
How exactly does it works? For the "Enforcer" Role in "Stage Fright", the member will be involved in a 1v1 fight with the mistress's bodyguard. While the overall success rate is influenced by a number of factors, we can say that battle stats will play a significant part for this particular role. So, if an "Enforcer" matches, lets say the lower 40% (as it is a difficulty 4 OC) of the overall battle stats of the faction, the planning speed will be reduced by 5%, or any other amount that can scale with battle stats and such.
In case the member do not meet the required amount of stats or possess any items in their inventory, the planning duration can default back to the normal length of 24 hours per member.
It's not a huge and revolutionary idea, but I do think bringing mutable planning duration in OC could let allow the OC to add in a slither of realism and unexpectedness. What do you all think?
Done, thanks
fast and efficient trade, thank you!
fast and efficient trade, thanks
fast and efficient, definitely recommended!
Fast and efficient, prices are great as well!
Having a map and lines on where you are at together with the timer during travelling would be nice. Check out flight radar for reference.
Any jobs will do
Manual labor 65,093
Intelligence 72,529
Endurance 68,580
+9 EE
FOUND, THANK YOU EVERYONE FOR YOUR OFFER!