Give XP value other than just score
My suggestion is to make XP some kind of currency. Besides contributing to your score as XP gained during the round, XP could be used as currency to gain some "special" (temporary) abilities or upgrades. A couple of ideas spring to mind, e.g.:
500 XP = Mining Specialist. Enhances the mining output of up to 500 roids by let's say 5% for 5 ticks. 3000 XP = Research specialist. Gives your research a 10% bump for 5 ticks. 5000 XP = Defensive specialist. Gives your home and defense fleets a 10% bump in armor 5000 XP = Roiding specialist. Gives your pods a 10% armor bump. And so on... Offensive specialist = extra firepower, Construction specialist = gives you a free construction, etc. The specific numbers would need to be tweaked, and their outcome on battles should never turn a sure landing into a defnite recall, but i think this option would give the gameplay a bit of a more personalized experience. |
Re: Give XP value other than just score
I didnt think much of any negative outcomes when i read it, but i must say id love such thing !!
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Re: Give XP value other than just score
I would agree with making the game less predictable in general, but I am very concerned for the impact it'll have. This is dangerous ground.
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Re: Give XP value other than just score
YAY, I am up for it!
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Re: Give XP value other than just score
It's not more dangerous than say using your bonus to get 500k extra resources, or get your research done in time to launch with -1 eta. Or at least, the benefit of these "specialists" should never be more noticeable than that, hence the lifetime restriction: You get your bonus for 5 (or more, or less) ticks and then your specialist has been used. You can further restrict the actions to activating say max 2 specialists at any given time.
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Re: Give XP value other than just score
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Another major issue with this suggestion (besides the Seagal ground) is that people who can afford to get escorted to big targets (the same people in top3 alliances who get nice sheltered late signup spots in top gals) can get massive amounts of XP in short periods of time, while the average Joe does not. This is a problem because you're using constant prices to give multiplicative bonuses; a Bad Thing. If you instead used a percentual cost (say, 5% of your XP for a 5% mining bonus for x ticks), then you're essentially removing XP in its original capacity from the game altogether. See why I think this is a dangerous suggestion? |
Re: Give XP value other than just score
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The idea is that they don't have big impact on the gameplay, but provide a little extra random variance in it. Quote:
By far the biggest effect for XP players is the XP they gain itself. The advantages gained by the specialist should not outbalance the gameplay in favor of XP whoring. I really don't see how a one time spending of 5K XP for 5 ticks of extra income or so makes this feature so dangerous. Again, any bonus should be balanced so that it does not alter the result of a battle in a big way. Quote:
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Re: Give XP value other than just score
Maybe specialists could be quest rewards instead?
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