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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. 06. 2009 22:06

darkmetal
"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."

Copy and pasta. I would say each plane should be worth 5-15x of their durability value
(scouts have about 80, while tb/db/fighters have about 200), aka 400-1200 "attack worth"
for a scout, and 1000-3000 "attack worth" for a tb/db/fighter. About 15-20 planes will
give you good experience.

  • Re : Rebuilding Experience System

    11. 06. 2009 21:32

Eradicator1
Sounds interesting, however, how would shooting down planes influence the exp gain?

And so if no attack is achieved, no exp would be gained?

  • Re : Rebuilding Experience System

    11. 06. 2009 21:13

darkmetal
@Eradicator1

No, sir. 1 "attack worth" does not equal 1 point of [Personal Performance]. I didn't have
to explain this on my last thread, so I didn't expect you to ask.

Let's say BB3 that does 50k attack in a win battle with 500k team attack right now gets
20k experience for each of his level 80 sailor.

In the new system, you'll get probably similar experience. Let's say every 1000 "attack
worth" equals 1 point of [Personal Performance], and a win battle with 500k team attack is
5. The pre-set value for the [Sailor Level] is your sailor level rounded up to every 5 and
-5, but cannot go under 5 however. All values might be different depending on what SDE wants.

On that BB3
Level 80 sailor: [50,000/1000] times [5] times [80-5] = [18.7k experience]
Level 50 sailor: [50,000/1000] times [5] times [50-5] = [15k experience]
Level 30 sailor: [50,000/1000] times [5] times [30-5] = [6.2k exp]
Level 10 sailor: [50,000/1000] times [5] times [10-5] = [1.2k exp]
Level 1 sailor: [50] times [5] times [5] = [1.2k exp]

On the other hand, even if you are in DD, I expect you to be able to do the same amount of
"attack worth". Since you are in a lower ship class, you will get a new multiplier when
hitting bigger ships. A DD damaging a SS with DC (treated as the same class as a BB/CV)
will, let's say, give you an additional (3) multiplier. 16.6k-ish attack with DC against a
SS3 will give you about 50k "attack worth", which will reflect the stats above.

  • Re : Rebuilding Experience System

    11. 06. 2009 20:03

Eradicator1
So if I get 60k attack in blitz, I get 60k exp times the level of my ship (60), times the
team attack?

so I can get

(60,000)(120,000)(60)= exp needed for bbover9000

...

revision plz

  • Re : Rebuilding Experience System

    11. 06. 2009 11:09

darkmetal
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.

  • Re : Rebuilding Experience System

    11. 06. 2009 11:05

darkmetal
Benefits of this new system

1. Fair experience system, reducing all the so-called "blitzed-noobs" and leechers in
game. Regardless of what ship you are in, you must perform your task well to the
maxmium your experience gain - no more rushing and dying with 1 attack in
GB and still get full experience.

2. A greater sense of teamwork. Higher level player can go into a smaller ship, such as a
DDs/CLs, perform their job properly for the team. Capital ships will no longer have to aim
at CLs/DDs/SSs, since now our DDs/CLs will properly keep smaller enemy ships at bay.
There's also stronger penalty for friendly fire. Shooting down friendly aircraft counts!

3. We no longer have to "grind" solely on a BB/CV, we can go back to a smaller or
preferred/favored ship - letting us see and enjoy a larger variety of ship in the battle
room.

4. Increased number of players in a room. Since higher levels are now able to hop
and level their crew even in a smaller ship, I'm expecting there to be more smaller
ships in a battle room. Good news for bigger ships, right? More things to shoot at ;)
Even CA/BB1-3 will have more "action time" in a game now!
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