Summary
Every raccoon has five stats — Speed, Stealth, Strength, Cunning, Luck — each ranging 1–100. Stats are split into layers: a permanent base, training bonuses, and gear bonuses. Systems read current stats (all layers summed); breeding reads inherited stats (base + training, no gear).
What Each Stat Does
| Stat | Raids | Stations | Short Version |
|---|---|---|---|
| Speed | Crew average Speed determines group travel pace on city map. Crew Speed sum checked against flee-type encounter thresholds (Aggressive Dog). Distractor primary, Climber primary. | Scrapping Station throughput — how fast items get processed. | Run fast, work fast. |
| Stealth | Crew Stealth sum reduces encounter chance during raids (higher Stealth = fewer encounters). Scout Stealth determines recon quality; Scout presence halves encounter chance. Scout primary, Lookout primary. | — | Don’t get seen. |
| Strength | Carry capacity (Hauler primary). More Strength = more loot hauled per raid. Physical encounter checks (e.g., aggressive dog). | Scrapping Station yield — more scrap per item broken down. | Carry more, hit harder. |
| Cunning | Recon intel quality (Scout secondary, Climber secondary). Better Cunning reveals more about the target before committing. | Loot Sorting Station appraisal hint quality (Sorter). Online Sales listing speed + sale price execution (Fence). Raid Board dispatch quality. | Think sharp, sell sharp. |
| Luck | Bonus loot rolls, encounter wildcard outcomes (Distractor secondary). | Online Sales bidding war chance (Fence secondary). Breeding Pen trait odds (post-MVP, TBD). | Good things happen. |
Every encounter check during raids uses crew sum — all crew members’ relevant stat added together vs threshold. See Encounters MOC for specifics.
Stat Layers
| Layer | Source | Persistence | Changes Base? |
|---|---|---|---|
| Base | Spawn rolls or breeding inheritance | Permanent, immutable | — |
| Training | Training sessions at Training Corner | Permanent, cumulative | No |
| Gear | Equipped item from Gear Bench | While equipped only | No |
Current Stats (used everywhere)
CurrentStat = Base + Training + Gear
Encounters, station assignments, raid checks — everything reads current stats.
Inherited Stats (used for breeding)
InheritedStat = Base + Training
Gear is excluded — it’s equipment on the raccoon, not part of the raccoon. Training counts because it represents real growth the raccoon earned.
Breeding Inheritance
When two raccoons breed at the Breeding Pen, each of the offspring’s five base stats is rolled independently:
OffspringBase[stat] = random( min(ParentA.Inherited[stat], ParentB.Inherited[stat]),
max(ParentA.Inherited[stat], ParentB.Inherited[stat]) )
- Uniform random within the window (inclusive both ends).
- Each stat rolls independently — offspring can get Parent A’s Strength and Parent B’s Speed.
- If both parents have the same inherited value for a stat, offspring gets that value exactly.
- Offspring starts with Training = 0 and no gear.
- Unit type is inherited 50/50 from either parent — one is picked at random, no blending.
Mutation
After rolling base stats from the parent window, each stat has an independent 20% chance to mutate:
if random() < 0.20:
MutationRange = OffspringBase[stat] * 0.20
OffspringBase[stat] += random(-MutationRange, +MutationRange) // rounded to int
OffspringBase[stat] = clamp(OffspringBase[stat], 1, 100)
- Per-stat, independent. One stat can mutate while others stay normal.
- ±20% of the rolled value, not the parent range — higher base = bigger swings.
- Result clamped to 1–100. Mutation can’t kill a stat to zero or exceed the hard cap.
- Mutation applies to the offspring’s base stat — it’s permanent.
This means even two max-trained parents can produce a surprise dud stat or a breakout prodigy. Keeps breeding from being purely deterministic.
Design Intent
Training your raccoons before breeding narrows the floor and raises the ceiling. Two well-trained parents produce reliably strong offspring. Two untrained raccoons produce offspring no better than themselves. This makes training a prerequisite for good breeding, not a shortcut around it. Mutation adds variance — good lineage is an advantage, not a guarantee.
Spawn Defaults
Recruited or starting raccoons roll base stats from a range defined by their unit type. Exact ranges TBD per unit page (e.g., Scouts roll higher Stealth base than Haulers).
Stat Cap
Hard cap: 100 per stat (base + training + gear combined). Training and gear that would push past 100 are wasted — no overflow, no banking.
Links
Open Questions
- Spawn roll ranges per unit type — flat range or weighted toward primary stats?
- Training diminishing returns curve — flat cost per point, or escalating?