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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. 09. 2009 07:16

Russianfleet
very good and interesting idea u got there

recommended as well!

  • Re : Rebuilding Experience System

    11. 09. 2009 05:48

Fraggz
A good, well documented idea.

Reccomended

  • Re : Rebuilding Experience System

    11. 09. 2009 04:10

Splinter33
Got my rec for today !
Good idea !
It reminds me what done the Eu server :
A Premium DD. You can use it with a high lvl crew. It would be great if we could know how
they calculate the exp for this ship...
BTW, I love the idea !

  • Re : Rebuilding Experience System

    11. 08. 2009 08:32

darkmetal
@askldjgowirg

Yes, 0 performance = 0 experience. Anything multiplying 0 is 0, after all. That's the
purpose of the system, to completely deny the experience of leeching and "f for fictory"
players.

  • Re : Rebuilding Experience System

    11. 08. 2009 07:13

Sona
a very well thought out system, one of the better suggestions i have seen around here for
a while.

i always hated the lower ship exp penalty. and the fact that your crew can get "too good"
to use it for leveling. your system solves all that, and even has a real equation to boot.
while some tweaking of the numbers may be needed (i think that rounding to 5 thing with
the sailors should be a smaller number...maybe 3?), i think this is an overall great
suggestion.

definite rec.

  • Re : Rebuilding Experience System

    11. 08. 2009 06:21

askldjgowirg
kudos for the effort


and i really like the way u come with equations

and lol unlike the current system, it actually has a equation to determine your xp out
come, as the current system .. is just random



anyway, question if you have no personal performance does that mean u receive no xp?
if one variable is 0 it would make the solution 0

recc'd =)

  • Re : Rebuilding Experience System

    11. 08. 2009 00:41

vcadoda
hmmm would encourage ppl to use support ships, definitly like this idea

  • Re : Rebuilding Experience System

    11. 07. 2009 14:01

darkmetal
@Eradicator1

Since you have about 7k personal credit, I would assume you have shot down about 30
planes. In a normal game, that'd be like 15k experience?

In the new system, assuming each plane is worth 1500 "attack worth", that's

Level 72: [1500x30/1000] times [5] times [75-5] = [15.7k exp]

If your sailor was level 92, on the other hand, it'd be

Level 92: [1500x30/1000] times [5] times [95-5] = [20.2k exp]

  • Re : Rebuilding Experience System

    11. 07. 2009 13:44

Phrozencrue
Nice ideas, with a little tweaking I could see this being good.

Recced.

  • Re : Rebuilding Experience System

    11. 07. 2009 13:33

Eradicator1
So if I do this much damage with fighters then what do I get for exp?

If my sailors are level 72
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