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  • Rebuilding Experience System

    11. 06. 2009 11:04

darkmetal
Formerly a suggestion I made almost a year ago, just found it earlier and decided to
remodel/fix it a bit. Before you type a respond/flame, please, for your own sake, read all
my posts in this topic and every idea before you make a fool out of yourself.

Currently, high level players suffer massive experience and weight penalty for driving a
lower level ship, so they simply don't go into one unless training new crews. Low level
players, more often than not, are inexperienced and are incapable of performing their job.
Result? BBs and CVs doing majority of the work, while anything smaller just goofs around.
Even then, some of those BBs/CVs might just be leeching experience; rushing and dying on
purpose. So what is my proposal?

Scrapping the old experience system and making a new one, and allowing higher level
players to use lower level ships with less penalty:

New experience equation - [Personal Performance] X [Team Performance] X
[Sailor level] = [Experience]

Summary of the basics will be below, benefits in my second post, and a more detailed
explanation will be in my third post (so this won't be a super long post that annoys
repliers). See fifth post for example of experience from game play.


Basic Summaries

1. New Experience System

In the new system, you will gain experience according to your personal actions measured in
"attack worth" (pretty much everything from AAing, HH/DC/torping/shooting ships/subs,
bombing/fighter covering contributes to it), your team action (attack/tactic and win/lose)
and the level of your sailor. Your ship level does not matter anymore.

[Personal action] times [Team action] times [Sailor Level] = Experience

(Please note this is the base experience towards a normal sailor (support sailor, for
example), bonus experience (such as 40% bonus for BO or the 120% in GB, for example) will
be applied afterward.)

2. Attack Worth System

If you attack a ship same or lower class than your own, your "attack worth" is the same as
your attack. However, if you attack a ship higher class than your own, your resulting
attack is multiplied by a number (1.5 for example), which is then counted toward as
"attack worth".

3. Heavier TK Penalty

If you deal damage to any ally, that attack will receive a x3 (could be increased or
decreased) multiplier, then subtracted towards your "attack worth", greatly decreasing the
experience you might get.

4. Weight Reduction System

All ships, except BBs and CVs, will only take a fraction of your sailor's weight
(more/less according to the ship class, of course), allowing higher level players to hop
back in smaller ships and play it as primary.
  Index

  • Re : Rebuilding Experience System

    11. 23. 2009 23:24

darkmetal
@vcadoda

I'd prioritize on disabling the CL/CAs before I go mow the at-level DDs. It's like BB line
battles. Assuming both side are scouted and both ship are in range of each other, you
simply just don't drop your BB5 target for a neutral FF or even a BB1 that can't aim/have
horrible spread.

@Tea_time

I'd like to also point out that it IS a freaking Nebraska crew in a DD after all. That
player is already losing like 8 support slots (DDs have like 6 slots?). For his
sacrifices, the very least we can do is give him the fun of mowing new players.

  • Re : Rebuilding Experience System

    11. 23. 2009 18:04

Sona
tea time:

that Nebraska could kill the DD much easier....

i dont really understand your point.

  • Re : Rebuilding Experience System

    11. 20. 2009 23:14

vcadoda
"Besides, who in the right mind would go chase after a newbie DD that can barely scratch
your paint when there's a CL or a CA shooting at you (and you get more exp for shooting
the CL/CA)? "
well more xp is better than none especially if you have plenty of amo

  • Re : Rebuilding Experience System

    11. 20. 2009 21:29

darkmetal
@Tea_Time

You have to consider that the weight reduction would apply to lower level players too,
meaning their crew would pretty much be weightless and they would actually be able mount
enough armor to bounce some shells. For now, low levels are going to have to rely heavily
on HH (due to their unbalanced shell damage/number, and at low level too). Think about it,
if you are a new player with a small DD, do you rather have a BB6 snipe and one shot you
at long range, or fight a DD where you actually have a chance of winning (and possibly a
chance in one shotting a level 120 DD in return with a cluster of HH)? The answer should
be clear.

Besides, who in the right mind would go chase after a newbie DD that can barely scratch
your paint when there's a CL or a CA shooting at you (and you get more exp for shooting
the CL/CA)?

  • Re : Rebuilding Experience System

    11. 20. 2009 20:28

Tea_Time
I disagree with the last one about reducing sailor weight to enable higher level sailors
to fit on lower level ships, as lower level players will often find themselves fighting
those higher level sailors in a similar tier ship, resulting in the lower level player
being unfairly devastated and destroyed. There is little reason to let part of a Nebraska
crew sit in, say, a Fletcher, and mow through several lower level ships and keeping them
from getting a decent/large amount of experience. That would only deter new players.

  • Re : Rebuilding Experience System

    11. 13. 2009 11:02

rhge
You shouldn't get a debuff on your exp for killing friendly planes, or should get a realy
low debuff... Sometimes it helps the team if you kill 1 enemy scout and take 5 friendly
fighters than to leave thoses 5 fighters in the circle of death (or not death...) with the
scout while your BB are being shot to death...

recc'd

  • Re : Rebuilding Experience System

    11. 12. 2009 13:03

Spartenkilla
Sounds like a great idea with some tweaking; you got my vote :D recced

  • Re : Rebuilding Experience System

    11. 11. 2009 23:49

AUSTSeraph
A system where reward = performance.....OMG! It is almost like real life. Fancy getting
out of something only what you put in?

I love this idea.

The idea that "support" ships can achieve a decent amount of reward - be it credits,
points or experience - based on what they actually do rather than just making up the
numbers is fantastic.

Recc'd

  • Re : Rebuilding Experience System

    11. 10. 2009 00:07

Airvlcn
I really like the basic premise of this suggestion. I don't know exactly which numbers
would work for multipliers, but this suggestion fixes some significant issues, such as ASW
work and using a support ship (DD-CA range).

  • Re : Rebuilding Experience System

    11. 09. 2009 07:42

draconswan
I really like this idea, well thought out and will help balance the game I think if more
people start playing support roles.
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