Our Scripts Vault contains many game scripts that you can use to create your own game!
Option 1: 1*150%=150Option 2: (2-1)*140%=140Option 3: (4-2)*60%=120I'm not sure if I understood, but it is no brainer, option 1 is both the most efficient and the cheapest one. Who would care about other options?
The problem with training is that there is always one optimum path to take which is easy to discover. At least I have never came accross a train system that would give any strategic choices (except for the choice what to train).
Regarding part 2:I think storing the whole battle process should go in the database, as the player might want to leave and finish a battle later, and if he does that, the session could be lost by the time he comes back.
Part I - complicated, I would go for simple one option train button.
Part II - make it a "plan". Player plans the battle, then click "done" and everything is processed. Nothing to store at all, neither session nor database
Part I Make a random system. Each day player has 5 random choices from set of 20. These can be "+2 STR -1 DEX", "+1 INT +1 DEX -1 STR" and so on. So player can decide the train direction to some extend, but can't decide exact outcome. In addition each day the set is different, so always need to think.
Part IIThere was a fighting game, dunno the title. You started battle, selected 5 movies then click done. The second player did the same. Then there was outcome displayed. For example player A selected "kick high" and player B "block lower part of the body", so the player A scored a hit. And the second round. There was a requirement that you needed to select at least 2 blocks (to not let players go all offensive). As for PvP the defender uses default "plan" as selected by player. Or you can make that the defender has 24 hours to respond (in such case the attackers plan is stored in DB).