Re: Fleet commanders
Well. The idea received a better reception than I thought.
Let us simplify.
[1] We should not start testing the concept with multiple commanders because it makes the whole thing way more complicated.
[2] I have thought about the XP v. Value formula and concluded that it should remain as it is.
[3] But, with the change that instead of the "player, "a SINGLE" commander accrues the XP.
[4] If the commander is not send to/or gets to fight, THERE WILL BE NO XP GAIN.
[5] The XP accrued by the commander can be traded (A) for greater rank, (B) for a "second trait"
[6] Each paid account begins with 1 commander with "X" fixed XP.
[7] Maybe we should start with 5 traits available to choose from, whatever they might be, one "typically associated with each race."
[8] However, any race can "train" for any of it (althought we may impose a penalty [e.g, extra XP cost] to do so).
[9] A player may choose from one of the traits available at tick 0 (which will require from 1 to X XP) or may choose to postpone the 'training' of the commander.
[10] The player will research and build and more traits will become available; the player also will send the commander to fight and will accrue more XP... result:
[11] Player "trains" the commander
[12] On another newly available and more costly (in terms of XP) doctrine(trait); or
[13] The player will want to choose to increase the rank of the Commander and obtain benefit of the single trait for a bigger fleet.
[14] However, some may opt to keep the score gain from the XP.
[15] 2nd trait and 3rd trait become prohibitely costly to attain, only XP whores will (mostly Ter and Cats I assume, maybe Xans), and then they will trade their XP for it and thus even the XP gap.
[16] I thought about "the single" commander dying. Indeed, it presents a bigger problem I originally foresaw. And I have concluded it should, to start with, never die.
[17] One scan
[18] One cov
[19] OFC, we get to name it
[20] We rank them
Last edited by Aedolaws; 1 Sep 2007 at 03:51.
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