Experience System.

Post ideas and suggestions on new features or improvements here.
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posted on October 25th, 2011, 2:57 am
Currently we have an experience system that awards those who kill the most enemy ships, and If you can keep your ships alive, then you get the bonus of having those ship have a greater chance to continue their progress of ranking up.

However, I believe it could be cool, to give an experience system of sorts (if possible) to ships that just are able to stay alive.  The idea being, you dont have to kill all the ships to get xp, If you are being micro-ed correctly, and are living, you can gain xp, in proportion to the amount of firepower you are taking.  Basically  the notion is that if you are holding back that much firepower, and keep your ships alive youll get xp.

This defensive xp could be displayed next to the bars, in forms of circular "pins".  This could either break the current xp system in half, with defensive and offensive points awarded according to each bar or pin received.  Or could somehow complement th current system, it could also be something completely different!

Just throwing the idea out their I just think it would be cool to see player be awarded for not only how well they attack, but how well they take care of their ships In the face of lots of firepower.
posted on October 25th, 2011, 3:28 am
Survivor points sweet its a different idea i like it
posted on October 25th, 2011, 4:22 am
Might be interesting, seems like itd be hard to properly pull off though :sweatdrop: If it could be included easily enough I'd definitely support this :thumbsup:
posted on October 25th, 2011, 5:13 am
Last edited by Tryptic on October 25th, 2011, 5:18 am, edited 1 time in total.
This isn't a good idea.  I was in favor of it at first but then I realized all the problems it would cause.  Can you imagine the nightmare of coding the game so that damage from friendly ships doesn't count?

Also it would cause serious issues with micro.  Ships would tend to rank up right when they're retreating under fire, forcing the enemy to retarget (an unfair advantage) and forgetting their repair orders (an annoying disadvantage).

Now perhaps some form of experience creep, like when a ship gains some experience but doesn't rank up, it slowly gains experience automatically until it reaches the next level.  Or it could be a special yard ability that ranks up ships with partial experience when they repair.  It would encourage players to leave their base for hit-and-run attacks, then reward them for getting out safely.  I would think of it as more of a Federation and Romulan ability than the other races' though.
posted on October 25th, 2011, 5:26 am
I like the idea!!
posted on October 25th, 2011, 6:00 am
Tryptic wrote:Can you imagine the nightmare of coding the game so that damage from friendly ships doesn't count?

Yeah, the coding difficulty would be one of my main problems with this. Some kind of bonus for preserving your ships would prove interesting though, especially since most of my gameplay strategies involve keeping my ships alive
Tryptic wrote:Also it would cause serious issues with micro.  Ships would tend to rank up right when they're retreating under fire, forcing the enemy to retarget (an unfair advantage) and forgetting their repair orders (an annoying disadvantage).

It would depend on the circumstances, since after all this can happen anyways. I like your exp idea, but I think rays suggesting (correct me if I'm wrong on this) two different exp systems, one for attack and one for defense.
posted on October 25th, 2011, 6:18 am
Ugh, I really have other things i should be doing so ill make this quick an elaborate later.

@ Tryptic, Yes those would be issues, but does that make it a bad idea, or just something that would need to be addressed were it implemented?  We have the same issues currently, but i believe that is being worked on.

@ trekkie, honestly it could be either splitting the xp system into a offensive and defensive, or it could be some other system, however in either case, it would most likely be decreasing the power given to the current xp system, and giving some to my proposed system.

The inspiration behind this is basically the current system rewards those who are adept at killing ships.  This is great, however this caters to a certain type of play style, and to races that raid well/easily such as klingons who can decloak blow some stuff up and get some xp, and cloaking helps them to acheive this.

However this system does not reward (in my opinion) those who are doing a great job at microing.  It is my belief that microing is a great skill, and being able to save your ship from dying, is just as important as killing other ships, and i would feel a crew would learn from these ship saving experiences.  So if you are good enough to take lots of heat from your enemy, but still keep those dominion ships alive, that die as easy as tinfoil crinkles, you will get rewarded for that.

Again to restate, basically this is just to help out the guy who may not be getting a whole bunch of kills here and their, but is facing constant pressure, and Is doing a good job of handling it.

Now if this idea were to make offensive and defensive xp into two different xp systems, this could even go for mining ships, (or not) if you can keep on repairing that mining ship, and get it out before its killed, your keeping on top of your game, and your mining ship can get a small boost (all the rommies say hell yea!).

Again just a few ideas to throw out, feel free to expand and edit upon.... Personally i feel like when your discussing ideas it should be; hmm, how could this idea be better improved, and how could it fit in the game.  As opposed to this idea is terrible because these game limitations currently exist... limits are made to be broke... just my spare pennies.....
posted on October 25th, 2011, 6:36 am
Something similar to this would be neat for ranking up ships like the Singularity Generix, that play a mainly supportive or defensive role. That ship has a pea shooter that shoots mushy peas. The scout has a bigger gun. (doesn't the Klink constructor have a bigger gun??  :ermm: ) . How DO you rank that ship up?
posted on October 25th, 2011, 7:03 am
does that mean that constructors/ miners can get survival points?
posted on October 25th, 2011, 1:14 pm
kainalu wrote:Something similar to this would be neat for ranking up ships like the Singularity Generix, that play a mainly supportive or defensive role. That ship has a pea shooter that shoots mushy peas. The scout has a bigger gun. (doesn't the Klink constructor have a bigger gun??  :ermm: ) . How DO you rank that ship up?

Yeah, I think its the weakest combat vessel in the game. For that cost, who would've thought?
As for leveling it up, you've pretty much got to either have ALOT of time to shoot at miners, or (a much easier approach) level up the base Generix then upgrade; it keeps its level when it gets a refit :)
posted on October 25th, 2011, 1:39 pm
Singularity gen is worth every penny. Auto target ignores it for ages, and when it does get shot it has strength to cloak under fire. And it gives energy for MOAR PHASE PLATES. And of course more auto repair and other useful stuff. You can use them to support turrets too. There's no need for it to have big guns. Can't wait for more strats to use talshiar so we can use them more.
posted on October 25th, 2011, 2:08 pm
Myles wrote:Singularity gen is worth every penny. Auto target ignores it for ages, and when it does get shot it has strength to cloak under fire. And it gives energy for MOAR PHASE PLATES. And of course more auto repair and other useful stuff. You can use them to support turrets too. There's no need for it to have big guns. Can't wait for more strats to use talshiar so we can use them more.

Of course, but I was saying it was limited as a  combat vessel. In terms of support it's more than adequate.
posted on October 25th, 2011, 3:09 pm
trekkiefan2 wrote:Of course, but I was saying it was limited as a  combat vessel. In terms of support it's more than adequate.


glad to clear that up :)
posted on October 25th, 2011, 8:27 pm
This would be a nightmare for modders, the rank up system already is, this would only make it harder and before anyone says otherwise FO supports mods, the developers went out of their way to do a mod support system.

It's a nice idea in general but unless you have some sort of tool to calculate the settings for the rank up odfs this would just be too difficult to implement in the main game much less mods.
posted on October 25th, 2011, 8:37 pm
This is a bad idea. It already is hard fighting against a micro nhut and now you wanna give them an even bigger advantage?

In this example, any noob that would come online for the first time to face a veteran should do himself a favor and shoot himself in the head, it would be a lot more pleasant event than a vet player getting his hands on him! :pinch:

It would just raise the gap between the newbies and micro geeks even more! Im not playing online for very long yet and i already spooked a scottish noob away! Any hope that such a poor guy would have would be to spam the hell out of him and you even want to take that away!
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