Ranking up
Post ideas and suggestions on new features or improvements here.
posted on May 13th, 2010, 2:50 pm
I love the rank system in fleetops, but when you fight against the borg they field very few ships, and when u destroy one, only one ship of your own ranks up.
i suggest a change so that when a borg ship is destroyed all ships that were firing on it get the xp for destroying it. meaning that ranking up against borg isnt as hard.
this would help the klingons loads, as now they have supply issues when fighting the borg.
some counterbalance:
this could result in too many ships levelling up, so a cap could be placed on the number of attackers that can receive xp. maybe 3 or 5.
an alternative to this is allowing xp to run over. so ships can level up twice from one kill if they destroy something worth a lot of xp.
another alternative completely is that gaining xp no longer only comes from destroying enemy ships, but from damaging them. it seems to me that a ships crew would learn from being in battle regardless of whether they win or not. maybe being in battle would give ships xp slowly, and actually winning the battle give them more xp than just fighting. would also fix the klingon supply issue against borg. that way they would get ranks/supplies from draining that scube down to 1% hull even if it gets away.
i suggest a change so that when a borg ship is destroyed all ships that were firing on it get the xp for destroying it. meaning that ranking up against borg isnt as hard.
this would help the klingons loads, as now they have supply issues when fighting the borg.
some counterbalance:
this could result in too many ships levelling up, so a cap could be placed on the number of attackers that can receive xp. maybe 3 or 5.
an alternative to this is allowing xp to run over. so ships can level up twice from one kill if they destroy something worth a lot of xp.
another alternative completely is that gaining xp no longer only comes from destroying enemy ships, but from damaging them. it seems to me that a ships crew would learn from being in battle regardless of whether they win or not. maybe being in battle would give ships xp slowly, and actually winning the battle give them more xp than just fighting. would also fix the klingon supply issue against borg. that way they would get ranks/supplies from draining that scube down to 1% hull even if it gets away.
posted on May 13th, 2010, 5:20 pm
I think the problem is that the coding only allows for the experience to fill up the "Current Vessel Rank", as in that the experience doesn't "roll over" into the next rank.
B'rels are worth 31 exp.
B'rels rank up to Rank 2 @ 17 exp.
So if one B'rel kills another, it exceeds it's necessary experience and becomes rank 2. But rank 2 starts out with 0 experience applied toward the next rankup.
I agree though that it's a bit of an issue, both for Klingons who rely on rankups (not just kills) for supplies but also for other factions that could make excellent use of ranked vessels.
B'rels are worth 31 exp.
B'rels rank up to Rank 2 @ 17 exp.
So if one B'rel kills another, it exceeds it's necessary experience and becomes rank 2. But rank 2 starts out with 0 experience applied toward the next rankup.
I agree though that it's a bit of an issue, both for Klingons who rely on rankups (not just kills) for supplies but also for other factions that could make excellent use of ranked vessels.
posted on May 13th, 2010, 5:35 pm
there is already a cap in place for veteran ships, just speaking out loud.
the current system is good the way it is, what i would of suggested is extending the experience line for each rank but after hearing the klingons are having trouble leveling up to free up space, it wouldn't be wise, if the klingons only had the higher exp for their ships, the others would cry foul because they are reaching maximum quicker and their ships are that much more tougher to kill to their counterparts. the underlying issue should be solved rather then coating it in more of the same problem by imposing a cap.
klingons should rely a little less of ranks and the supply costs to that end, thats besides the large amounts of buildings and extensions needed to yard 1.
the current system is good the way it is, what i would of suggested is extending the experience line for each rank but after hearing the klingons are having trouble leveling up to free up space, it wouldn't be wise, if the klingons only had the higher exp for their ships, the others would cry foul because they are reaching maximum quicker and their ships are that much more tougher to kill to their counterparts. the underlying issue should be solved rather then coating it in more of the same problem by imposing a cap.
klingons should rely a little less of ranks and the supply costs to that end, thats besides the large amounts of buildings and extensions needed to yard 1.
posted on May 13th, 2010, 5:40 pm
Canny I don't think you understood what he was getting at. I don't know where you're coming from with the Vet caps and such.
He is wondering if ships could slowly gain exp from just damaging an opponent's vessel, but limit the number of ships gaining experience to 3-5 per target. That's not an actual cap, it's just to prevent 50 ships gaining 10 experience each from firing on a single scout.
The Klingon B'rel example was just an example. Klingon Ranking is the same as everyone else's except that they return supplies every time they rank up.
He is wondering if ships could slowly gain exp from just damaging an opponent's vessel, but limit the number of ships gaining experience to 3-5 per target. That's not an actual cap, it's just to prevent 50 ships gaining 10 experience each from firing on a single scout.
The Klingon B'rel example was just an example. Klingon Ranking is the same as everyone else's except that they return supplies every time they rank up.
posted on May 13th, 2010, 5:42 pm
you're correct boggz that is how the xp system currently works. maybe they could fix it. there was a video replay by yandonman recently that you were part of where a detector flattened a scube. imagine a sabre (which can rank) getting the killing shot on a borg cube, instantly ranking several levels. thats why i proposed a constant trickle of xp while in battle, to show that the crew is learning.
EDIT: ninjad by canny, then boggz, this post was in reply to boggz first post in this thread.
EDIT: ninjad by canny, then boggz, this post was in reply to boggz first post in this thread.
posted on May 13th, 2010, 5:49 pm
i play shooting games and i know that kill shot your talking about well, they are called 'kill stealers' their sole purpose is to exploit the system for their benefit and gain the next rank to getting better stuff for their solider in the game. the same holds true for FO.
Boggz, attend:
myleswolfers.
"i suggest a change so that when a borg ship is destroyed all ships that were firing on it get the xp for destroying it. meaning that ranking up against borg isnt as hard.
this would help the klingons loads, as now they have supply issues when fighting the borg.
some counterbalance:
this could result in too many ships levelling up, so a cap could be placed on the number of attackers that can receive xp. maybe 3 or 5."
Canny.
"the underlying issue should be solved rather then coating it in more of the same problem by imposing a cap"
Boggz, attend:
myleswolfers.
"i suggest a change so that when a borg ship is destroyed all ships that were firing on it get the xp for destroying it. meaning that ranking up against borg isnt as hard.
this would help the klingons loads, as now they have supply issues when fighting the borg.
some counterbalance:
this could result in too many ships levelling up, so a cap could be placed on the number of attackers that can receive xp. maybe 3 or 5."
Canny.
"the underlying issue should be solved rather then coating it in more of the same problem by imposing a cap"
posted on May 13th, 2010, 5:58 pm
that suggestion wasnt a cap for veterans. you started your post saying veterans are already capped. it would be a cap on the number of ships that can receive xp simultaneously from battle.
posted on May 13th, 2010, 6:44 pm
Canny I'm pretty sure Myles' idea was just an idea.
Call it KS'ing if you want. Really the last hit is not so important, what's important (and what WE'RE talking about here) is the fact that LOTS of experience is wasted when a ship kills a vessel worth LOTS of exp (like a Cube) but can only progress one rank due to the fact that the current system only allows 1 rank per kill.
I think the suggestion Myles was making was a possible new system to avoid that, while I was suggesting that perhaps the experience cap be removed in that regard so that a B'rel at rank 1 getting the final shot on a Cube would basically rank straight up to Rank 5.
Clearly a little tweaking would be necessary to avoid too many veterans that are impossible to kill, or veterans that gain REMARKABLE abilities like the Steamrunner (shoots straight through shields), the Galaxy, The Kvort ... yadda yadda...
Call it KS'ing if you want. Really the last hit is not so important, what's important (and what WE'RE talking about here) is the fact that LOTS of experience is wasted when a ship kills a vessel worth LOTS of exp (like a Cube) but can only progress one rank due to the fact that the current system only allows 1 rank per kill.
I think the suggestion Myles was making was a possible new system to avoid that, while I was suggesting that perhaps the experience cap be removed in that regard so that a B'rel at rank 1 getting the final shot on a Cube would basically rank straight up to Rank 5.
Clearly a little tweaking would be necessary to avoid too many veterans that are impossible to kill, or veterans that gain REMARKABLE abilities like the Steamrunner (shoots straight through shields), the Galaxy, The Kvort ... yadda yadda...
posted on May 13th, 2010, 6:49 pm
The XP system will probably stay as it is. there will be some changes on destroying very large structures, though
posted on May 13th, 2010, 6:51 pm
Oh, ok.
Do you still feel as though there should be a change to Klingon Supply-gain vs. Borg? (as Borg rely on large ships offering only a small amount of overall supply gained vs. ships lost)
Do you still feel as though there should be a change to Klingon Supply-gain vs. Borg? (as Borg rely on large ships offering only a small amount of overall supply gained vs. ships lost)
posted on May 14th, 2010, 10:10 am
not at the moment 

posted on May 14th, 2010, 2:19 pm
What about having vets and double golds give a small amount of supplies over time (bringing warriors to the cause) as suggested in the other thread Optec? 
XP gained from damaging ships could probably be exploited by damaging your own ships I fear

XP gained from damaging ships could probably be exploited by damaging your own ships I fear

posted on May 14th, 2010, 5:50 pm
Dominus_Noctis wrote:What about having vets and double golds give a small amount of supplies over time (bringing warriors to the cause) as suggested in the other thread Optec?
XP gained from damaging ships could probably be exploited by damaging your own ships I fear
both good ideas, about the exploit it would be similar to now, you wouldnt be able to shoot your own stuff for xp. just like u cant blow up your own ships/stations for xp.
posted on May 14th, 2010, 6:08 pm
I have no doubt that they could probably code it like that with some effort, but then there is the issue of fighting vessels and not being able to destroy them - if you take 90% off the health of a Borg Sphere for instance, but can't kill it, you'd get the experience... that could lead to quite some nastiness for Borg players who micromanage well. I think that xp should stay for destroying ships. On the other hand, I think the supply gain for Klingons should depend on the ship targeted, just like the xp system.
posted on May 14th, 2010, 6:15 pm
Well since the incubators are Units that have a supply/time aspect, I would assume that it's very possible for another vessel.
Yeah:
"bor_generate_supply" seems to be the weapon that gives supply.
"bor_incubationY"
"bor_incubationZ" are the two incubation centers that use-
weapon1 = "bor_generate_supply"
weaponhardpoints1 = "root"
-as a weapon to generate supply passively.
Cool
. Might take a few more ODF's to ensure that 4 Vet KBQ don't generate more supply than a vet Neggie (perhaps supply gain based on the number of vet slots taken up?). Totally possible it would seem
.
Yeah:
"bor_generate_supply" seems to be the weapon that gives supply.
"bor_incubationY"
"bor_incubationZ" are the two incubation centers that use-
weapon1 = "bor_generate_supply"
weaponhardpoints1 = "root"
-as a weapon to generate supply passively.
Cool


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