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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

    01. 05. 2010 01:16

darkmetal
@ljsevern

Of course, the balance of a few ships might be off from the partial weight system and
adjustment should be made. After all, no changes can be made without altering some balance
(to be honest, our current balance isn't so 'balance' anyways). One of the goal of this
system is indeed trying to encourage players to play/grind on smaller ships.

To be honest, I really hate to see a battle room with more than 1 BB5 and/or 2 BB4 at a
time. It just feel so abstract from a historical point. I know NF is not perfectly
historically accurate, nor do I ask it to be, however, I would like to see more battles of
a few small BBs and CAs fighting it out. A blitz for all level players, if you want to put
it that way.

I'm not sure if I understood your second question correctly, or rather if you asked
correctly. Don't you mean the removing the penalty of higher level sailor in a lower level
ship? I believe you might get an answer or something along that line in the 5th post in
this topic. If not, please readdress the question.

  • Re : Rebuilding Experience System

    01. 04. 2010 14:19

ljsevern
"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. "

I disagree with this as it will mess up the balance of said ships.

However, from reading it, would I be right in saying that the principle of this idea is to
encourage people to grind/play smaller ships?

If so; What difference would your idea be to changing the exp modifier of higher level
sailors to 100%?

I am all for people playing lower level ships and still getting a decent amount of exp.

  • Re : Rebuilding Experience System

    01. 02. 2010 15:00

a3001
like the idea. Hate to see bb's wasting 18in shells on FF's only to be killed by the
opposing bb.

  • Re : Rebuilding Experience System

    01. 02. 2010 13:34

cambsguy
i do like the idea of a bigger penalty for TK too many rush in (esp in blitz) with no
care and inj torp noobs are the worst!

will give it a reccy but mostly for the TK

  • Re : Rebuilding Experience System

    01. 02. 2010 13:15

jagfj
the thing about higher lvl crews mowing down new players is immaterial.

new players play blitz and high lvl sailors cant go there.

low lvl players in GB are food anyway.

I have a suggestion for your suggestion :

Make sailors "fit".

In a ship the ammount of sailors onboard isnt determined by weight. Its a design time
decision (where weight is one of the variables taken into account).

So you can make the crew weight reduction work by making each slot have its max ammount of
sailors, bar this ammount, the extra sailors stay in harbour and dont count towards ability.

So a 200 sailors gunner, with 100 veterans will count as a 100 sailors gunner with 50
veterans on a slot that can only load 100 sailors... (and in all formulae that takes the
ammount of sailors as parameter we replace actual sailor count by slot sailor ammount, as
not to penalize the player).

Then a high lvl crew will still fit in a small DD but will work within reasonable
parameters...

  • Re : Rebuilding Experience System

    01. 01. 2010 18:36

cometaa
Bump, I agree with this completely and will support this

  • Re : Rebuilding Experience System

    12. 31. 2009 10:42

bigmac50
Recommend

  • Re : Rebuilding Experience System

    12. 29. 2009 19:40

thecoldzero
bumping for him again

  • Re : Rebuilding Experience System

    12. 23. 2009 22:00

cometaa
Recc'd

  • Re : Rebuilding Experience System

    12. 22. 2009 14:43

darkmetal
@TheFaller

Like you pointed out yourself, currently the whole game is filled with BB5/CV5 players
that lacks the skills to play their ship properly. If good performance in the game will
give us something similar to our current experience, then it might rebuild the skill level
of the population. On the other hand, if majority of the players/SDE feel that the
experience from this system is too low, they can always readjust the values to give 150%
or so for a "good" performance game (example: 20k experience for 50k attack worth ---> 30k
experience for 50k attack worth). I've said more than once, the values are not set in
stone, these are just ideal numbers in my personal opinion.
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