Summary
Training costs trash and adds a permanent bonus to one stat per session. Breeding (post-MVP) costs trash + food and produces a new raccoon whose base stats inherit from both parents’ trained values.
Training
- One session = one stat improved by a fixed amount (exact gain TBD)
- Training bonus is permanent and cumulative — stacks on top of base, never replaces it
- Cost: trash per session (scaling TBD)
- See Raccoon Stats for how training integrates with the stat layer model
Breeding
- Two parents required. Cost: trash + food. Production time: a few in-game days
- Per stat, offspring base = random value in
[min(ParentA, ParentB), max(ParentA, ParentB)]- Parent values = inherited stats (base + training). Gear excluded
- Each stat rolls independently
- Offspring starts with Training = 0, no gear
- Training parents before breeding raises the floor and ceiling of offspring stats
- See Breeding Inheritance for full formula
Links
Open Questions
- Training gain per session — flat or diminishing?
- Breeding cooldown between pairs?