Can we please get over this? The arguments are just going round in circles. Let's just say yes the playground is bad as it is and it can be fixed next time. @Crystalwatcher will this happen in the background or do we need to take an action?
 
Can we please get over this? The arguments are just going round in circles. Let's just say yes the playground is bad as it is and it can be fixed next time. @Crystalwatcher will this happen in the background or do we need to take an action?
I'll consider it depending on how I feel later considering I'm starting to find this entire argument stupid and pointless considering I'm no longer sure about where I stand on your specific opinion.
 
This is not quite logically accurate. In statistics, a correlation shows that either A causes B, B causes A, or a third factor C causes both A and B. In this case, the playground exhibits a correlation between strength and trauma. But this isn't because trauma causes strength but rather because the playground is, as it was called, a veterancy engine, and veterancy causes both strength and trauma. The trauma is still a malus, which we are societally set up to compensate for. It is not the point.
What is veterancy though? In this specific context, I mean.

I would argue that skill comes from experience and learning things, but as noted, the playground gives you only 1 chance and if you fail it brutally eliminates you. So, the playground ,as an environment, doesn't let you learn. If you have to learn, you're already dead. We see that when it kills 1/3 of the candidates straight out of the bat.

What was learned by that experience? What are people supposed to learn from an incredibly rapid, sudden slaughter? They can't learn anything. They don't have time to learn anything, because if they take a moment to observe then they're eliminated.

So, what is left? The emotional stress from seeing so many of your friends massacred.
This means we've gone full circle. Trauma is caused by "veterancy", but in the Playground "veterancy" just means "exposure to traumatic events".
 
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What is veterancy though? In this specific context, I mean.

I would argue that skill comes from experience and learning things, but as noted, the playground gives you only 1 chance and if you fail it brutally eliminates you. So, the playground ,as an environment, doesn't let you learn. If you have to learn, you're already dead. We see that when it kills 1/3 of the candidates straight out of the bat.

What was learned by that experience? What are people supposed to learn from an incredibly rapid, sudden slaughter? They can't learn anything.

So, what is left then. The emotional stress from seeing so many of your friends massacred.
Because at this level, you either identify the signs of the problems as they show up, (Something Liara had trouble doing consciously, but learned subconsciously similar to a sixth/seventh sense.), and move to take care of said problem or at least minimize it, or you wash out. Literal learning as you go, even if it ends up coming down to sheer luck that the trap before you didn't take you out.

And before you try using the "surprise them in such a way they don't see coming" thing I said before I would also like to point out something else.

Namely the fact, it's almost impossible to do exactly that and not have some form of sign. It should have been obvious with the satellite that someone must have been watching the sky to notice it moving into position over the Playground, and realized what it meant soon enough to get others out of the line of fire before it started firing.

From the start this entire thing was meant to simulate a live battlefield. Not a classroom.

In the future I will attempt to downplay the this fact and focus more on what positives are coming out of it as to avoid "glorfying trauma" which you seem to be absolutely 1,000,000,000,000,000,000,000% convinced is my intention despite me and your fellow questers trying to tell you otherwise. Ignoring everything we've been trying to point out or say while you've so far continued to circle around a tiny selection again and again no matter how many times we point out otherwise.

I am done with it.

This conversation is over.
 
I've had a long day at work today and reading this quest, writing omakes, commenting and discussing things has become one of my favorite things to look forward to. When it went on hiatus I missed it during my busy schedule. The current discussion makes me feel we are derailing far out of the quest subject to deal with a single item namely the below:

The problem here is that this statement clashes with the actual functioning of the playground in the mechanics. The playground is not a system for overcoming trauma, it is a facility created to induce it.

And as it creates that trauma, it also creates better soldiers. So, mechanically at the very least, your system holds that trauma is strength. My problem is not with the aftercare system the Convenant may have. It is with the set up of the playground itself.

Edit :

The whole logic behind the playground is weird. We know that it doesn't teach people, because the first step of being thaught something is not knowing something, and if you don't know something in the playground then you fail and are brutally eliminated. The playground instead works by putting people through a series of horrifying conditions that they already know how to solve, with the idea that the combined suffering and mental anguish somehow giving them strength.

It's suffering for suffering's sake, mistaking the idea that harsh training must include suffering for the idea that suffering is harsh training.
There is a simple way to do it, which is to remove the emphasis on performative suffering and refocus the description on actual training. In the past discussion, Crystalwatcher corrected me on my interpretation of one of the batches. I interpreted the training as teamwork finding a solution to a complex problem in a realistic (if unusual) combat environment. Crystalwatcher corrected me by pointing out that the horrific and trauma introducing elements where present there all along, which is part of what prompts me to conclude that the suffering is the point of the facility.

Please take what I say as constructive criticism to your comments rather than what may seem as a emotional rant. You are ascribing as others said HUMAN MODERN DAY PSYCH THEORY onto a fictional setting of a fictional narrative setting in a fictional GAME. Your complaint at first was about mechanics of a certain action (the Playground) not showing to you how much better that the outputted results (the Knights) were better than regular commandos. Both I, the QM and others have indicated multiple times there are hidden bonii that apply, perks, and potentially even plot armor that is not a pure mechanic item. You then decide to go on a whole spiel of how this entire action item is a trauma induction for the sake of trauma.

By the same token you can ascribe BUDS training to be trauma for the sake of trauma, as it has a real life washout ratio of 75%+ AND takes candidates from basic training. Yes that's right people with no training other than what they learned in Basic get to try to become Navy SEALs. Yet lets get back to the whole issue I have with your logic. As others have said, you're not entirely wrong, nor entirely right. Could certain items be worded better? Sure. Should you launch a one person crusade advocating the termination of a mechanic that has been part of this quest since early on because you feel its traumatic? To me that comes across as petulant at best and condescending to the QM who took the time to write this all up and the questers partaking in this quest.


What was learned by that experience? What are people supposed to learn from an incredibly rapid, sudden slaughter? They can't learn anything. They don't have time to learn anything, because if they take a moment to observe then they're eliminated.



Look we get it, you're hung up on issues that are not fully explained in writing. The Playground is to simulate the Terra Terminus without the very real consequences that exist there. It's to simulate a fight against the Light of Ruin-tier opponents, who CAN slaughter you instantly en masse. If that still doesn't work for you then there is always the option to make an omake to see if that will steer things in a different path. However your statements on this particular subject so far are very antagonizing with literally no constructive proposal to what it should be changed to.

My recommendation and purely a rec: Make an Omake or if the Playground its mechanic/outcomes are an absolute dealbreaker for you, then stop voting for it, stop reading the quest or take a breather.

With my two cents shared I'm going back to writing my own omakes that had been collecting dust in hopes of getting something out before the next update.

P.S. The entire setting is fully of beings/cultures/people that are "broken" from trauma. From Humanity, to EVE, to the Protheans, to Dustlings and Covenant. Hell this should be obvious from the very first page that it was going to be trauma inducing (let's not even get into literature like the WH40k verse where training for Space Marines is a 99% failure rate on deathworlds where you have to go off your own instincts and what ever training you got till you became an adolescent to survive).


Liara is bad, sure, but she only just got out. She'll recover and her narrative will start to resemble her stats more later. It's just right now she just finished a doom scenario that is especially hard on asari both culturally and psychologically.

To be fair Liara was an exception, I would look at the BUDS training example I gave up above as a type of context. She probably passed the general physical requirements, basic background screening and got found out she was a powerful biotic to boot. Hell CW you said it yourself in general the native biotic capabilities of the Covenant were primitive compared to the rest of the Citadel let alone general powerhouses like the Asari and Protheans, of course she would pass that kind of background screen compared to Covenant peers. The fact that shes 99 years old would also make any Covenant screener think shes got enough experience behind her to know what shes getting into.
 
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A lot of this comes across as more condescending than constructive criticism. You've either misunderstood or misrepresented a number of my points. As the GM has decided to end the conversation, I'm not actually going to bring all of it up again, however. If you want to, it can be done in a PM.
 
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I think the major disconnect here is a cultural one.

The Covenant and its member species basically exist under a blanket acceptance that one day the skies will open up and kill them all without mercy, and that victory can only be made with grit, sacrifice, and an unbreakable will. The Playground and any attendant negative consequences are not only accepted, but likely have well managed and long ingrained systems to mitigate such.

The Citadel, meanwhile, is a society that has existed in a largely peaceful context, where wars are transitory and armageddon merely a rumour. They're not culturally nor societally equipped to deal with war the same way that the Covenant is.

Thus, Liara's trauma can be considered in two fashions. The first is that it's a glimpse into the early days of coping with post-traumatic stress, which is never a pretty sight. Once the healing process is done with, she's likely to be a functional, almost normal person able to deal with lifes day to day problems, but she's hardly there yet. The other way is to acknowledge that she doesn't come from the Covenant's culture, doesn't have the same degree of support she'd get in the covenant, and accept that she's suffering a bit for it.

Casting aspersions on the author doesn't help matters. I suggest dropping the issue for now at least.
 
Veterancy is hard to encapsulate, but fundamentally, training is a safe way to develop skills, but training caps out because the real world is messy and theres only so much you can ingrain in a student without taking risks.

The best graduate of the best officer school in the world might well freeze up the first time they get shot at with live ammo, or the first time they kill a guy.

The reason veterans are so valued in militaries is that they learned the messy way in addition to the formal way. They have the reflex to take cover and suit up at the first suspicious sound, ingrained by the need for survival, those who didn't are dead. They have dozens of minor skills which potentially include being able to splint yourself after your legs are broken and you're fevered and left for dead.

You can't teach these skills without being willing to do real and permanent harm to the student.
How do real militaries do it?

Well for premodern societies they go find someone to raid, or they find some bandits they can justifiably do live combat on. If they are 'nice'(or lacking legal targets to blood their newbies on) they could game-ify it, which means tournaments and hunts with reduced risk weapons and stacked odds that nonetheless can and do kill people every year.

Modern society doesn't quite have the same dire need, so instead you have survival training, where they practice on small animals hunting for food, or disaster aid. Or they seperate the person from the action with range and drill until they have some of the reflexes, but nothing really prepares you with the reality of somebody charging you with a truck mounted automatic weapon.
Or for military junta governments, they go back to the old way, go find some suitable targets, get rid of undesirables and blood your soldiers that way. Of course, they lack the training or equipment base to actually DO anything with that, thankfully.

So what about the Eventide?
This is a survival camp that effectively, emulates, enhances and gameifies the Dustling Deathworld home environment.
Thats their base standard for veterancy, anything less wouldn't really matter.
 
Fine, let's go over it one more time...
Again...

Please take what I say as constructive criticism to your comments rather than what may seem as a emotional rant. You are ascribing as others said HUMAN MODERN DAY PSYCH THEORY onto a fictional setting of a fictional narrative setting in a fictional GAME. Your complaint at first was about mechanics of a certain action (the Playground) not showing to you how much better that the outputted results (the Knights) were better than regular commandos. Both I, the QM and others have indicated multiple times there are hidden bonii that apply, perks, and potentially even plot armor that is not a pure mechanic item. You then decide to go on a whole spiel of how this entire action item is a trauma induction for the sake of trauma.

By the same token you can ascribe BUDS training to be trauma for the sake of trauma, as it has a real life washout ratio of 75%+ AND takes candidates from basic training. Yes that's right people with no training other than what they learned in Basic get to try to become Navy SEALs. Yet lets get back to the whole issue I have with your logic. As others have said, you're not entirely wrong, nor entirely right. Could certain items be worded better? Sure. Should you launch a one person crusade advocating the termination of a mechanic that has been part of this quest since early on because you feel its traumatic? To me that comes across as petulant at best and condescending to the QM who took the time to write this all up and the questers partaking in this quest.
1) Dismissing point as human modern day psych doesn't make much sense. Most sci fi utilizes the rubber forehead alien trope, where aliens are humanoid and operate on humanoid mindsets. This is present here too. By all indications, even our alien friends get traumatized, so the points made are not rednered irrelevant.

2) My first complaint was about disagreeing whether the value-cost ratio was worth it, not because I don't understand, but because I disagree. I mentioned a lot of those hidden bonusses, so assuming I didn't know about them is rather condescending.

3) Dismissing something as a spiel about something is not exactly constructive language. If you're going to claim that you're making a constructive argument, do so.

4) The actual meat of the argument : A comparison between the BUDS course and this. The BUDS training course and this are completely different, so I don't see where you get the similarity from. The BUDS training course focusses on a series of skills it attempts to impart through dedicated training sessions based on a concrate goal. The playground just mimics warfare.

5) It's an option which has been chosen 3 times sicne the quest started. It's mostly languished in obscurity, and you're grossly overestimating it's importance, and reacting with moral indignation.

Look we get it, you're hung up on issues that are not fully explained in writing. The Playground is to simulate the Terra Terminus without the very real consequences that exist there. It's to simulate a fight against the Light of Ruin-tier opponents, who CAN slaughter you instantly en masse. If that still doesn't work for you then there is always the option to make an omake to see if that will steer things in a different path. However your statements on this particular subject so far are very antagonizing with literally no constructive proposal to what it should be changed to.

My recommendation and purely a rec: Make an Omake or if the Playground its mechanic/outcomes are an absolute dealbreaker for you, then stop voting for it, stop reading the quest or take a breather.

With my two cents shared I'm going back to writing my own omakes that had been collecting dust in hopes of getting something out before the next update.

P.S. The entire setting is fully of beings/cultures/people that are "broken" from trauma. From Humanity, to EVE, to the Protheans, to Dustlings and Covenant. Hell this should be obvious from the very first page that it was going to be trauma inducing (let's not even get into literature like the WH40k verse where training for Space Marines is a 99% failure rate on deathworlds where you have to go off your own instincts and what ever training you got till you became an adolescent to survive).

1) Nope, not my point at all. I know what the Playground is, I disagree with the idea that this approach is usefull.

2) Utilizing an omake to criticize something sounds like a really rude and passive agressive way to doing it, so I won't.

3) Warhammer 40k is called grimderp for a reason. It's not supposed to be sensible.

Edit:

Gimme a moment, I forgot to include my point.

In the end, the goal of the playground is to create better soldiers. It does this currently via a straightforward replication of a horrific battlefield, turned up to 11. It's a 1 year of constant fighting without any external support, and with a managing AI which is inventing new stuff to get you.

This way of training relies on the assumption that it's stress and suffering of combat that is essential to gaining skill. Specifically, that the more horrific you make it, the better it works. That's why you get a 12 month course where 1/3 of the people are eliminated in the first few seconds.

Now, life fire simulation in something like the Playground can be usefull, but it needs to be actively used to teach. As currently described, the main interesting thing and learning opportunities of the Playground are ignored. When killing a killbot, the interesting thing is not that you killed the killbot, but how and why you killed the killbot. But the system ignores those opportunities. People who fail to kill the killbot are washed out. People who are lucky to have avoided the killbot haven't learned a thing, and the people who did kill the killbot already know how.

Now, it makes sense for EVE to have developped this. Train warfare by doing warfare is a very simple solution. It's naive in assuming that this is the best approach however, so we shouldn't defend it as such.

Edit:
This is a survival camp that effectively, emulates, enhances and gameifies the Dustling Deathworld home environment.

A system which did this is something I could support. The problem is that the current system doesn't quite do that.

If you look at all the previous examples you mention, they're all attempts to replicate real world conditions realistically without excessive risk. This is to ensure that people can actually fail and learn from it without dying.
The playground doesn't do that. It gives people 1 chance, and that's it. The people who learnt from the playground are not those who learnt not to make mistakes against, it's those who never made mistakes, and instead suffered through everything that the playground threw at people.

Edit 2: So, the playground doesn't work to teach reflexes, or coping with real battle conditions. It's like trying to teach people to function under life fire by firing at them once, and eliminating all those who didn't function. You didn't teach anyone anything, you just selected everyone who already knew.
 
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Veterancy is hard to encapsulate, but fundamentally, training is a safe way to develop skills, but training caps out because the real world is messy and theres only so much you can ingrain in a student without taking risks.

I'd like to add to this statement though, IRL parts of the US military, the French Foreign Legion and other militaries today have proven that sufficiently trained troops can perform in combat similarly to veterans* provided sufficient investment in their training

*: Veterans in this context is a very loose term to use and I don't quite remember what they used as a measuring stick so... check for yourself if you want to actually know what this means in more context? it's been a while alright? and I can't find it in my bookmarks please don't hunt me with pitchforks.
 
@10ebbor10 Let me ask a different question. Do you have an alternative that will produce people of the same calibre as the Playground? Because we need people who are that good.

If not, your argument has been noted by the GM. Myself and others would very much prefer to talk about other things.

I'd like to add to this statement though, IRL parts of the US military, the French Foreign Legion and other militaries today have proven that sufficiently trained troops can perform in combat similarly to veterans* provided sufficient investment in their training

*: Veterans in this context is a very loose term to use and I don't quite remember what they used as a measuring stick so... check for yourself if you want to actually know what this means in more context? it's been a while alright? and I can't find it in my bookmarks please don't hunt me with pitchforks.
I'd argue that modern troops face a very different sort of war that what is being experienced on Terra, which is a war more akin to The Terminator on steroids than any modern battleground.
 
The Covenant and its member species basically exist under a blanket acceptance that one day the skies will open up and kill them all without mercy, and that victory can only be made with grit, sacrifice, and an unbreakable will. The Playground and any attendant negative consequences are not only accepted, but likely have well managed and long ingrained systems to mitigate such.
If the quest continues that far, it will be interesting to see how the Covenant will adapt and cope when there's no longer that concrete Sword of Damocles hanging over their heads.
 
@10ebbor10 Let me ask a different question. Do you have an alternative that will produce people of the same calibre as the Playground? Because we need people who are that good.
It's a bit of a wierd question, since I can not force the GM to give certain results.

I'd argue that utilizing the Playground in a different way focused more on training than going maximum hellscape should give better results.
After all, your soldiers will be better if :
A) They didn't get booted out 20 seconds into the training
B) They're not suffering from breakdowns in the middle of battle
C) They actually got to train and learn/

In practice, this would manifest as toning down horrificness of the training situation by offering second chances and explanations.

To use a very simplistic example. Imagine you have a bomb with 3 buttons. Blue, green, red. The current approach would be to let everyone push one of the buttons, and 1/3 would survive. This doesn't really help, because you've now eliminated 2/3 of the candidates, and the surviving 1/3 doesn't really know why they even lived.
My approach would involve analysing how that 1/3 survived (maybe 1 of them knows bombs), then running the test again and see if people learned better.

This changes the emphasis of the training from simply enduring the suffering of having to see your friends blown up, to learning how you don't blow your friends up.

Note : In order to formulate a better plan, we need to know how the current plan works and what makes it good. Since my view is that the current plan is not good, I may not be the best person to ask. I can not explain how the current plan produces supersoldiers (save by just leaning hard on the "Training from Hell" trope).
 
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How the Playground Evolving Threat Examination Registrar Operates
How the Playground Evolving Threat Examination Registrar Operates
Or:
How PETER Tries To Fuck You Up



Cerberus' Playground operates on a twelve month cycle. Namely, each month PETER creates a new 'Objective' that the 'Trainees' within the Playground must complete by the end of the month in order to continue advancing. These objectives are randomly chosen from a pre-generated list drawn from the collected AARs from the Terminus Front Line of the last year or so. Completing an objective early lends the trainees a grace period where PETER rolls back the active hostility to a more passive state, encouraging those within to complete the objectives as fast as possible in order to attain rest periods. These objectives all come with 'sub-objectives' which are all intentionally designed to make the primary objective harder to achieve if left incomplete, and much easier if done properly. Extra difficulty spikes and dips can be awarded depending on the creativity involved in solving the given objective as well as efficiency.

Any bonus objectives not complete before the primary objective is achieved can still be completed after the fact in order to earn extra difficulty drops for the following month.


Day 1, Objective 1: The Drop
The only uniformly identical objective among all the classes. The very first day upon commencement all volunteers are promptly dropped from the initial muster point on Olympus directly into the Playground. PETER is forced to provide multiple mid-drop methods of catching oneself and safely making it to the surface. At minimum each class has lost roughly a hundred applicants from this objective alone. Most of these are listed as "probably shouldn't have come in the first place". For the rest of the first month, randomized bonus objectives are handed out to those who pass the drop in order to facilitate lowering of the next month's initial difficulty.​

Month 2, Objective 2: Hell Begins
PETER calculates the projected abilities of the class and formulates the objective based on the near-theoretical-maximum of those calculations. For example if PETER calculates their stats as '30', it sets the difficulty to '28'. It then further lowers the projected difficulty based on any bonus objectives completed the previous month. It promptly starts fabricating "kill" bots to oppose the trainees in their new objective. (These bots are not actually meant to kill, instead of the standard matter disentigrators they're instead armed with non-lethal neural disruptors capable of knocking out a krogan in one shot through armor. As you'd guess a mass effect barrier can block at least one shot before going down, but getting K.O.-ed by one of these counts as a 'washout'. Most people coming in though tend to know this and how to duck like a motherfucker. Sadly, Liara didn't but one of her class mates saved her so she could learn said lesson.)​

Month 3, Objective 3: Second Verse Same As The First
Month 3 goes more or less identical to Month 2. The difference is PETER does not recalculate for lost combat potential among the trainees for those who have washed out in the previous month. It simply picks a new objective, and repeats as last time.​

Month 4, Objective 4: Starting To Wish You Weren't Here
Similar to the last two months but instead of just picking a new objective, PETER increases the difficulty of the obstacles. This can be anything from adding new traps, to releasing a new type of "kill" bot. It still does not recalculate for the loss in manpower among the trainees in picking and designing the month's challenges.​

Month 5, Objective 5: When Your Shit Starts Breaking
By this point, most of the 'easy' washouts are gone. Those that remain are either good at what they do, extremely lucky, or talented to an incredible degree. The problem is, this is also when the toys the trainees came into the Playground with start breaking down. Namely, ammo blocks running dry, heat sinks are melting, barrier emitters are frying, or your fancy suit is just running out of juice. This is also when PETER starts "supply drops". Namely, it starts dropping crates of random gear and supplies to random locations throughout the Playground to be guarded by an arbitrary selection of bots. (Class One was really unlucky, because their first supply drop was guarded by a Death Dealer and they were out of heavy weapons.)​

Month 6, Objective Objective 6: Armageddon Month
Named such as this is the month PETER finally recalculates the projected ability of the remaining trainees. This is also the month where PETER starts to use actively hostile tactics meant to disrupt any ongoing plans that the trainees have been using up until this point, as well as deployment of customized doom bots and actively trapping entire portions of the Playground. (If you ask Kho, Wo somehow managed to program PETER for a preference of fire, but she's the only one to believe it.) This month is usually highlighted by a mass-washout, usually decimating whats left of the class up until this point.​

Month 7, Objective 7: Where You Buck Up, or Crap Out
This month is where PETER adds a new curve ball into the ongoing chaos. Namely, it starts using gathered data to begin active counter measures custom made for the trainees. For example, if a Trainee has shown a penchant for gathering excess resources, it'll deploy predator bots to hide among wreckage. Or if the group has shown a habit of avoiding heavier units, it'll start deploying more of them. So on and so forth.​

Month 8, Objective 8: The Final Nail
This is the last month where PETER's operating parameters evolve. And that last evolution is the addition of secondary objectives chosen based on the previous objectives the trainees have completed, all chosen based on which ones they had the most trouble with previously. This month is usually where the final washouts tend to happen before the final core of a class is more or less finalized for the rest of the "year". (Liara's class actually got off easy because she managed to realize something like this was coming before it actually hit, giving them all a chance to prepare for it before PETER knew what they were doing. Sadly, didn't help in the long run.)​

Months 9 To 11, Objectives 9 To 11: The End Game
For these three months PETER actually reverts to a state similar to the first four, but it retains the evolutions from the previous months. It's usually earmarked by objectives and bonus objectives stacking up as the last trainees are functionally forced from one crisis to another. Liara's class had it the worst, but unlike all the others they managed to clear the objectives as well as several bonus objectives before the last month hit. (Though, to be fair, Liara ended up taking part of Month 10 and Month 11 by herself.)​

Month 12, Objective 12: The Finish Line
For the final month, PETER rolls back all of its evolution to the original state and recalculates one more time for a final objective, though it retains the bonus objectives as to not accidentally trick the final trainees into washing themselves out. Any traps not yet sprung remain, and all "kill" bots not yet terminated are left active as well. Doom bots are removed quietly as possible. The trainees that remain at Month's End automatically graduate from the Playground, to be anointed personally by their patron daughter. (Namely the daughters get to anoint their favorite candidates personally. Something Vir was adamant on, and En supported.)​
 
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I might not be available for comment until later. I'm tired and in a few hours I need to go somewhere to do laundry. If I can though, I'll try to answer what I can.
 
There's no actual correlation between the harshness of training and its success. Supertraining with a 99% washout rate which turns people into crazy awesome gunslingers capable of taking on whole battalions without pausing is a total fabrication for the sake of looking cool and explaining why we're meant to believe that The Protagonist™ is able to kick as much as as they do. There're no proven benefits that I've come across, other than as a selection process to filter out those who don't have what it takes. The infamous Hell Week of the US Navy SEALS, for instance, is just a gate for beginning the real meat of the training, which is generally conducted with more standard methods. The SAS, GROM, KSK, you name it, they've got something similar. It's all selection processes rather than an actual method of instruction. That's why washout/pass rates are often measured as some kind of elite-peen. They don't make the cut.

That's not quite the line of discussion, as it's not touching on the trauma aspect that much, but it's my two cents on the issue. That said, this quest isn't really purporting to be realistic and grounded. It's largely excusable, I think.

The Playground as it is could absolutely stay, albeit in modified form. Stints in it could gate the training—perhaps even to several tiers, kind of like N's one through seven, but with our own religious-freak twist—test the newly-trained skills and hone them under pressure, provide a barrier to entry so that only the best even make it in. It'd definitely put to use the... how long's each turn? Six months? It'd definitely put to use the year of training time, especially once we institute official pipelines, meaning we don't need to bother with training certain skills as the pipe sources will have handled that for us, leaving us a year to bring them to new heights.

Multiple tiers to the Eventide Knights could work, and allows plenty of anime-esque "heh, not even my best" moments when we bring in the Eventide Knights when the Eventide Squires won't work, the Eventide Paladins where they won't work, and the Saints of the Eventide where they won't work. Or whatever name scheme we want to come up with. Such a system is even what the US SOF goes by, roughly kindasorta not really. Tier 2 is open to anyone in the military, Tier 1 draws mostly from Tier 2 units but more specifically goes on invitation. It'd help alleviate the quantity issues, which are undeniable even if we factor in people learning stuff from their time in the Playground even if they dropped.

Say we adjust whatever restrictions are keeping the classes at about 200 people but letting in an Asari civvie; we get a crop of about 1000 applicants. Even that's very much on the small side for an interstellar political union of multiple races signing up for what amounts to the ultimate religious experience. Let's say the selection trials wash out 60% of those. That could easily go higher, and would if we were keeping things stricter—the SAS has an average attrition rate of 92%, albeit that fluctuates and is on the high end from what my googling is turning up—but because of tiers we can keep more of those. Doubly so because we're on the top end of the system, piping up from the Covenant's top-tier units. We have 400 of the best and brightest. Next is the second gate, or the second phase of the first one depending on your organisation methods. 50% of the 40% doesn't pass, AKA 20% does and 20% don't, AKA we have 200 who slot into the Tier X unit training and 200 who go on to more advanced training and selection areas. And so on all the way up to us getting 7 Tier 1s per crop, with exponentially higher numbers as we go further down.

Of course, this kind of tiering would almost certainly take longer than a year, given that after the splitting they're heading into training for the tier they capped on, with less and less time in that year as the bar rises. But at that point I'd envision official, organised pipelines can work without our direct supervision, or at least without enough of our supervision to make it an action rather than a ticking background action. Even without the tiers, that's what I'd be hoping for with established pipelines. I'd advise we don't go too deep into tiers though. At a certain point it's just logistically not worth the resources to train twenty people into ultra-ultra-ultra-ultra-ultra badasses when you already have three thousand ultra-ultra-ultra-ultra badasses.



That's just a bunch of rambling from someone who barely keeps up with the quest. Feel entirely free to ignore me, especially as the QM's just posted a chunk on the topic.
 
This is a game. I can accept that a Challenge Rating of +100 gives you a x100 bonus to experience compared to CR of 0. And thats how you level up multiple times.

Screw it if RL doesn't work that way.
 
Huh....is the Playground simulating a Reaper onslaught?
Except for the part where it tapers off at the end.

No.

Well, not directly. It's simulating the combat of the Terra Terminus.

Of course, 'endless onslaught of things that want you dead' describes both the conditions of unsecured sections of the Terminus and places overrun by Reaper forces...
 
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