"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.
|