Gear Bonuses



Hi all,

 

I am thinking of adding a new feature to my use of Classcraft. One of the biggest questions I get every year is "What happens to our characters next year?" I teach Science 9, 10, and Biology 11 and 12, so I could have the same student 4 years in a row. They are disappointed when they hear that they have to start over.

However, I had the thought recently that Classcraft has all sorts of "specialty classes" designed in terms of gear sets. This gave me the idea to perhaps associate some special bonus or perk with each complete gear set, and earning this gear set allows a student to "master" that bonus permanently. This could be represented by giving them a printed-off card that they can keep, and as long as they have that card, they have access to that perk, even after they move from one grade to the next.

This could work in a single-year setting as well, since students can earn entire gear sets as they go during the class. This is still in the early stages, and I haven't had time to sit down and work out specific perks yet, but what do people think?

Would it be possible to get a list of all of the gear sets for each class and what level they are unlocked at? I'd like to have something ready to go by the end of this year.

Thanks!


Hi Adam,

While I don't have a list of all the gear sets for each class or their unlock level, I do have a suggestion if no one is able to provide you with one. Create a new class with only one character. You have that characters login. As gamemaster, give that character a bunch of XP and gold. Log in as the player and buy all the gear. You could do this for 3 different characters, or, after you are finished with one class's gear, you could change that player's class and repeat the process.

I love your idea for making Classcraft connect between years and courses.

Good luck!

Hi Adam,

Although we're not able to provide assets for gear sets and pieces, I think Jared's suggestion is a good way to get what you're looking for.

I think it's an awesome idea to connect between years and courses. It reminds me of features we could find in MMO games, like starting a legacy or collecting heirlooms. It's great! :-)

So, I have taken snapshots of the non-premium classes and begun coming up with classroom benefits. However, I am a bit stumped on what else to provide - and I feel like the benefits are a bit "vanilla", since they in many ways just mirror the current abilities of the classes.

Does anyone have any ideas on what could be added? Or some out-of-the-box ideas on how to really shake up these benefits? Bear in mind that the idea is that these are benefits that can be earned to be used on a multi-year basis - so someone who starts collecting in year 1 may end up having access to most of these by year 4.

Healer Gear Sets and Perks

 

Female Image

Name

Male Image

Level

Perk

Cost

 

Wanderer

 

1

None

 
 

Seeker

 

 

Can ask one “Yes/No” question on a quiz or test.

10 AP

 

Herbalist

 

 

 

 

 

Medic

 

 

Can heal self or a teammate 5 HP.

10 AP

 

Archivist

 

 

 

 

 

Seer

 

 

Can listen to music during work time.

 

Mage Gear Sets and Perks

 

Female Image

Name

Male Image

Level

Perk

Cost

 

Pyro Mage

 

1

None

 
 

Tidal Mage

 

 

Can give 5 AP to each teammate.

20 AP

 

Gale Mage

 

 

Can avoid being chosen by the Wheel of Destiny.

10 AP

 

Frost Wizard

 

 

 

 

 

Stone Wizard

 

 

Can cross one short answer question off a test.

30 AP

 

Storm Wizard

 

 

Can move freely when finished work.

 

Warrior Gear Sets and Perks

 

Female Image

Name

Male Image

Level

Perk

Cost

 

Trickster

 

1

None

 
 

Ranger

 

 

 

 

 

Scout

 

 

Can pass in an assignment one day late and still revise.

10 AP

 

Infiltrator

 

 

Can get a hint on a quiz or test question.

20 AP

 

Hunter

 

 

Can eat in class.

 
 

Gladiator

 

 

Can take all damage from one hit instead of a teammate.

10 AP

Actually, on that note, perhaps it would be neat to make them into "magical equipment" as you are indicating, Anne-Marie. That would definitely spruce it up!

Hi Adam,

I love both your contributions: the theming of your biology curriculum as a city is marvelous. Although I have seen this several times, I can't wrap my head around the fact that this should be possible; not in terms of roleplaying or content analogy, but regarding the time it must have taken to prepare everything. I left those days when I prepared my lessons a week in advance a while ago  ^ ^'

The idea of gear/pets boni is coming naturally as well. While I understand that there simply is no other way for implementing campaigns according to our needs ourselves, I highly disagree with the proposed way of handling these boni. As you might have read, there already is the problem with the real-time-feedback/ input of all XP/GP/HP-relevant actions of the students. Some teachers already use a "King's hand" to be able to teach without interrupting themselves. (see https://help.classcraft.com/hc/en-us/community/posts/219266327-Strategies-in-Doling-Out-XP- ) As far as I am concerned, THE one great advantage of computer-based gaming is the possibility to let the computer do the accounting to speed things up. So - ultimately - this is something the lovely team of CC should implement (like the automated pop-up-window after someone has been hit during boss-battle. Especially after the update which gave us several new gears and pets. @CC-team Thanks for those btw^ ^)

As long as this isn't the case, I would be proud to help figuring out a feasible way and all the boni that would go along with it. And I would love to hear more about your Biology/City-campaign. I would suggest a skype conference whenever you feel up to it. I hope I don't break forum rules when I post my own contact-data here: 

VincentMaertig@web.de 

skype: "vincent-t." / Hamburg / Germany

+49 / 177 / 61 368 16

Looking forward to your reply,

Vincent

 

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