darkmetal
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Long Explanation.
1. New Experience System
In the new system, you will gain a number, [X], according to your personal actions (AAing, HH/DC/torping/shooting ships/subs, bombing/fighter covering). The better you perform your task, the greater the number will be, of course. Damaging higher classed enemy ships (BB5 for example), will still net you more [X] than lower level enemy ship (I'll explain the concept of "attack worth" more below).
That number is then taken to multiple another number, [Y], which is according to either your team action - team attack/tactic and win/lose (applies in shared experience rooms, such as GB) or a pre-set number according to win/lose (in normal battle room). The resulted number is then multiplied one last time according to the level of your sailor (or a number pre-set for the levels), and that will be the experience that sailor receive. Therefore, the basic equation is
[X - Personal action] times [Y - 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.)
This way, higher level sailor will still receive more experience than a lower level sailor, regardless of what ship you are in, and your experience is still depended on your team and your own personal action. This can also be used to help solve the problem of leechers, since if they do nothing, or not enough, their [X] might be 0, which in return, makes their experience 0 (anything that multiplies 0 is 0). However, I suggest making [X] round up to 10,000 if they did total attack worth that is greater than 2,000, but less than 10,000, to let players to get some experience for their attempts (since some newer players might not be able to do very good damage the first 12 levels without good weapons such as DC) I will leave the exact numbers of any of the three factor above for you guys/SDE to decide.
2. Attack Worth System
Your attacks will be counted differently (well, sort of similar) than our current system. When you deal damage to a ship of your same class (DD1 damaging a DD1, for example) or a lower class (DD1 damaging a FF1), you receive "attack worth" equal to the damage you dealt. However, when you deal damage to a ship higher than your class (DD1 damaging a CL1, for example), the damage you dealt is multiplied by a number (for example, 1.5), making your "attack worth" slightly higher than your normal attack. The multiplier is even bigger when you damage ship multiple classes higher than you (for example, DD1 attacking BB1 will have a multiplier of 3). Therefore, even if you only dealt 10k attack as a DD, but all your attacks are towards an enemy BB, your total attack worth is actually 30k. The multiplier number I have stated above can be changed accordingly.
In my opinion, due to the current strength of submarines, I believe SS1 should be classed equally as a CA, and SS2 as a BB1. CV1 should be same class as BB1, CV2 as BB2, and so on.
Moving onto AAing and planes. Let me reminds you, AA ships today can probably knock 20+ planes out of the sky in a game, while a CV can knock 30+. Each plane should worth a certain amount of "attack worth", allowing AA ships and CVs to get experience through the system without directly damaging a ship at all. That "attack worth" number shouldn't be too high, so it is not "easy experience" for the AA ships/CVs, yet not too low to make it nearly impossible to get decent experience.
3. Heavier TK Penalty
Don't you hate it when friendly ship attacks you for fun, or sometimes, because they want to sink an enemy so badly they damage and sink you in the process? I do agree that it does get annoying having to check your position every time before you fire, but the goal of the game, I believe, is teamwork.
Therefore, I recommend on promoting a heavy penalty system on friendly fires. When you deal damage to any ally, that attack will receive a x3 (could be increased or decreased) multiplier, then subtracted towards your "attack worth". If your "attack worth" remains negative at the end of the battle, you know what happens with the new experience system, right? You will actually LOSE experience, which could be quite costly when considering the fact that it is multiplied by [Y] and [Sailor Level]. Maybe people will think twice before crossing and firing a full salvo at a friendly ship. This penalty applies to shooting down friendly planes also. I believe that self-damages should NOT receive this penalty though (such as DC, your own plane crashing into you, etc).
4. Weight Reduction System
Right now, if you put any sailor crew on a SS, it's "weight" decreases. To make smaller ship more efficient to play with, I believe this should be implemented on all ships, except BBs and CVs. All ships, except BBs and CVs, will only take a fraction of your sailor's weight (more/less according to the ship class), allowing higher level players to hop back in smaller ships and play it as primary. If they do use a smaller ship, they're already lacking the support slots of a higher level ship, so I don't think they should be punished any further.
That's it for now, might add more in the future. Tell me what you think.
P.S. Flame shield up and ready.
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