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  • New XP distribution system

    09. 13. 2011 01:12


FalleNStaR
"Exactly. People do what gives them the most exp.

Thus, it unbalances the game because people use setups/do things that they wouldn't do in a competitive match to get them more exp; Like let an opponent repair, not save a team mate, etc.

There needs to be a complete reworking of the exp system." -ljsevrn

 This statement was made by ljsevrn on a different thread and because I completely agree with him in repsects to this topic I wanted to spitball a few ideas.
I responded by asking how do you make a xp model that recognizes honor, self-sacrifice and comradery.

One thing that came to mind was to expand on the idea of the "flagship" protection scenario. Why not extend protecting all ships on a team as bonus worthy.

Bonuses could include;
- The more ships make it to the end the bigger the xp.
- completing the battle with all 4 carriers surviving.
- for keeping a BB6 alive.
- for using AP on armored ships and HE on unarmored.
- for not shooting down friendly planes.
- A set rate of xp for cvs with only 1 type of airplane, and higher tier of xp for cv with 2 types used, and then for 3.
- for using premium items such as hedgehogs or smoke.

These bonuses dont neccessarily mean more xp than now, just a way to place importance on different aspects of gameplay.
Besided, would it not be more encouraging to have an end of battle screen with all kinds of bonus stats rather than just tonnage sunk?

These are just a few ideas, but please comment on these and give your own.

 

  • Re : New XP distribution system

    09. 13. 2011 01:24


ljsevern
Other things such as:-

Shooting/Killing a ship that has fired/killed a team-mate.

Killing a scout that is scouting your team.

Scouting the enemy team

Bonus for a full salvo

Exp for killing Subs

Exp for killing ships that have high attack/credits per minute

To be honest, alot of inspiration can be gained from certain FPS games.

-------------------------------------------------------

"- A set rate of xp for cvs with only 1 type of airplane, and higher tier of xp for cv with 2 types used, and then for 3. "

I disagree with this; Because often using more types can be in efficient.

Oh, and make some of them multipliers to prevent leaching.

  • Re : New XP distribution system

    09. 13. 2011 01:43


FalleNStaR
Originally Posted by ljsevern


To be honest, alot of inspiration can be gained from certain FPS games.

Absolutely.

Originally Posted by ljsevern

"- A set rate of xp for cvs with only 1 type of airplane, and higher tier of xp for cv with 2 types used, and then for 3. "

I disagree with this; Because often using more types can be in efficient.

But looking for strict efficiency is how and why the game play has been compartmentalized into a drudgery. Just because your car can do 200mph doesn't mean the most efficient or enjoyable thing to do is drive at 200mph.

  • Re : New XP distribution system

    09. 13. 2011 01:46


FalleNStaR
Originally Posted by Obsessed

Good ideas, but need to be thought through a little more.


Some of your replies lead me to encouraging you to revisit and perhaps spend more time thinking them through, but thankyou for your input.

  • Re : New XP distribution system

    09. 13. 2011 03:03


Elliot2lazy
Originally Posted by ljsevern

Other things such as:-

Scouting the enemy team

Bonus for a full salvo

Exp for killing Subs

To be honest, alot of inspiration can be gained from certain FPS games.


I couldn't agree more

  • Re : New XP distribution system

    09. 13. 2011 03:27


Invinciblor
Most of these would have to be implemented separately. At the rate new functionality gets added at players' requests, I would be impressed if one of those made it in any time soon.

To that end, a vision-provider tracking mechanism is probably the most important, IMO. If the server starts keeping tabs of who is providing vision of what, you can start giving bonuses for scouting and for shooting down scouts that were lighting up your capital ships.

That's assuming that more XP/experts for sub attack isn't going to require changes to the back end, but I don't know that for sure. If that turns out to be a big deal to change, maybe that ought to be the priority instead of vision provider tracking.

  • Re : New XP distribution system

    09. 13. 2011 03:52


normpearii
Only issue with any idea of this kind. The current engine isn't designed for anything outside the current exp system.

We would have to wait for that mysterious replacement game engine...


And as mention before ideas of this kind need to be thought out more, you might accidentally have the opposite effect you want from some of these. Like the BB6 idea, everyone will just rush infront of the BB6 to "protect" it and screw over your team from the opposite flank, CVs will load A few of each pilot and be ineffective at any job,


What is really needed is a way to balance CV FW Exp with BW Exp and Mixed FP/Bomber

Certain kill some enemy with high attack or who just killed a team mate would promote kill stealing and would need to be changed to getting the most attack on the person after the deed.

Just some preliminary thoughts.

  • Re : New XP distribution system

    09. 13. 2011 05:00


speedyman
half of your suggestions could be substituted for a end of game (must be at the end of a game or it will archive little) winning bonus <= kind of what GB2 has but obviously tweaked, maybe give a bonus on a teams attack/damage ratio, hence the more attack your team has and the less damage it took the more exp bonus it gets

  • Re : New XP distribution system

    09. 13. 2011 06:10


bloodsky
Yeah if i play cv i prefer to keep 2 types, 3 types is too many types and too few pilots of A/B bombers

  • Re : New XP distribution system

    09. 13. 2011 06:16


cambsguy
FalleNStaR :

"Bonuses could include;
- The more ships make it to the end the bigger the xp.
- completing the battle with all 4 carriers surviving.
- for keeping a BB6 alive.
- for using AP on armored ships and HE on unarmored.
- for not shooting down friendly planes.
- A set rate of xp for cvs with only 1 type of airplane, and higher tier of xp for cv with 2 types used, and then for 3.
- for using premium items such as hedgehogs or smoke."

why are we giving bouns for NOT shooting down friendly planes?????

just give a nerf for shooting down friendly planes.

as for the cv xp system all it would do is bring about more FAB or worse RFAB CV 1, 2 & 3 and that has to be a bad thing.


and moving on to ljsevern:

Scouting the enemy team - yes but with a minimum time scouted before XP is gained and not just for scouts for fighters as well.

Bonus for a full salvo - yes but only if all R mout slots are used (i know it will effect AW)

Exp for killing Subs - yes but only with NON prem items (IE no prem HH)

  • Re : New XP distribution system

    09. 13. 2011 07:38


ciscodelorum
"Exp for killing Subs - yes but only with NON prem items (IE no prem HH)"

I hate to break it to you. But PHH are a legal weapon, and might be used by certain newbies to get a laugh or two,
but PHH are best for one thing. Sub Hunting.

If you dont like getting sunk by a PHH DD/CL....SINK IT.

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