Ok, ok, I'm going to try and answer as many things at once here:
- Per-job-line exp totals going to 30. This stops people from being a criminal to farm exp then swapping to Entrepreneur, and if you wanted to get really fancy, opens up a "Teacher" job that can transfer exp from one of your job lines to another (up to a maximum in the destination line of the person's exp as a teacher).
Category-specific EXP has always been an idea, but there's a few logistical problems with the way the mod is currently made. i.e. that's not something we can just add without needing to change a ton of other things.
- Laborer going to 30 exp and increasing the amount of wood you can cut from/ore you can mine from something, scaling by exp, so high experience laborers can get plenty of resources. Also, 1% chance to gain exp per 100 resources harvested since the last tick you gained exp (so at say 500 resources harvested since the last time you gained exp, that's a 5% chance. Cap chance at like 50%. Maybe increment harvests in 50s)
- Possible 15+ exp Labor line job for Factory Workers, letting them build items with slightly less ore but halving the mining/chopping speed scaling based on exp (so 30 exp worker would mine/chop same speed as 15 exp Laborer)
So basically, progression in the labor category similar to how the shop category works?
- Raised exp rate for healing people. Surgeon moved to 20-30 exp (Intern->Doctor->Surgeon)
- Can't really suggest anything feasible for shopkeeper line jobs.
- Raise pickpocket exp chance by a little probably, I dunno, I don't do law or crime because I hate picking sides.
- For law jobs, 5% chance for 1 exp per star (or 5% chance per star for 1 exp) on arrests for field cops, and a 1% chance for exp per 25 demerits paid off as a lawyer. I don't know what bureaucrats or diplomats or whatever do for exp.
I've been looking to raise EXP chances, so this will be something that can come soon. And placing bounties, pardoning, and whatnot are exp earning.
- Restrict kill exp to criminal line jobs that aren't thieves or Dons, and for bounty hunters/assassins killing people who are actually wanted for a bounty. The very idea of the assassin job being able to assassinate anyone without demerits is dumb. (Popular, but still dumb).
You see, assassins are supposed to be there to claim bounties and all that. Problem is, people use them to just forget stuff up. I think the best solution would be to
A) increase the frequency at which the District Attorney (AKA the server) places bounties on criminals,
and B) make assassinations possible only on those who have a bounty, and add a bonus to the reward if it's done via assassination.
Right, I wasn't killing you like crazy, my main target was just to get my lumber back, I only killed you once, and Mistrox twice, that's what really happened and once I got my lumber back, I stopped.
And the machine? you don't have any proof that its illegal, yes I must accept I have worked out a way to get lumber whilst doing my own stuff, but that's only because I got someone to work it for me.
There's a section in the rules about unmerited exploitation of resources and general exploitation.