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You should get experience for...


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#1 TimberJon

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Posted 18 June 2012 - 08:06 AM

I felt like compiling a list of exp-earning triggers that I suppose should be present in the back-end. Hopefully the Devs will have someone working on this part of the back-end post a nice writeup so we can go bananas over the official details. On the flip-side... they might not want to release ALL the juicy details. Some of these are obvious ones. Help me add some practical exp-earning triggers to the list in case I'm missing something important.

You should get experience for:

1. All damage to enemy 'Mechs.

2. Critical damage to enemy 'Mechs. No special bonuses for different class Roles, chassis weights or player levels.

3. For relaying enemy 'Mech positions using command tools or in-game abilities.

4. Merged with 3.

5. Bonus XP for destroying a module, limb or 'Mech entirely.

6. Bonus XP for destroying a module, limb or 'Mech indirectly when targeting and firing on another 'Mech. Includes ricochet damage.

7. Bonus XP for cockpit hits on first rounds fired.

8. Bonus XP for first blood, both damage to enemy, and enemy kill.

9. Bonus XP for successful DFA maneuvers only, not attempts.

10. Bonus XP for capturing enemy base. Applied only to 'Mechs in close proximity to the base being captured.

11. Bonus XP for stopping the capture counter by damaging enemy 'Mech which is capturing your base.

12. Bonus XP if you survive the entire battle, and were actively contributing.

13. Bonus XP for effectively using / triggering pilot abilities or class/specific tools at your command. Additional bonus if they crit.

14. Bonus XP for NOT depleting special abilities (pilot consumables, not paid ones). Total exp determined by number of abilities left at end of battle and number of 'Mechs that have not depleted their abilities.

15. Bonus XP for not depleting ammunition for an offensive weapon system.

16. Bonus XP for each pilot if your lance wins: X% to each pilot, only for teammates who actively contributed.

New since post:

17. Bonus XP for pilots using teamwork to destroy an enemy 'Mech. Includes spotting with TAG for co-op indirect fire.

Edited by TimberJon, 18 June 2012 - 12:22 PM.


#2 Argon3

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Posted 18 June 2012 - 08:17 AM

I would hope most of these are there also
but they need to be SMALL % of overall %

I hope they can call the WoT guys since most of what you listed is what they give bonus XP

#3 TimberJon

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Posted 18 June 2012 - 08:27 AM

Define small % of overall %? Do you mean, to make sure that experience earned is not on a 1:1 ratio with points of damage dealt, etc... or anywhere close?

They might not be talking with the WoT devs because they are looking to be competitors.. but yea I used an old WoT xp ref list as a start.

Edited by TimberJon, 18 June 2012 - 08:29 AM.


#4 Grokmoo

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Posted 18 June 2012 - 08:31 AM

You mention bonus XP for damaging an enemy mech to stop the capture counter. Is this detail confirmed anywhere? As far as I know, we don't know exactly how base capture will work.

#5 Corpsecandle

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Posted 18 June 2012 - 08:32 AM

View PostTimberJon, on 18 June 2012 - 08:06 AM, said:


You should get experience for:

1. All damage to enemy 'Mechs.

2. Critical damage to enemy 'Mechs. The difference in levels and weight class between each 'Mech is taken into the account. The higher/lower the level of the 'Mech you damage and its weight class vs: yours the more/less experience you earn.


I'm hoping role would be taken into account here...I wouldn't want my "scout" attempting to focus on dealing damage due it's superior XP gain. In addition, weight class differences ought not to be taken into account, this would encourage players to focus on larger mechs rather than actually focusing on useful objectives.

Quote

3. For spotting an enemy 'Mech.

4. For relaying enemy 'Mech positions when accurate.

Getting XP for spotting a mech seems like rewarding a someone for finding a landmine by standing on it; it's not connective logic. Relaying locaitons makes sense though. Not sure how "Accurately" could be taken into account. From all indications information relay is a passive feature.

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5. Bonus XP for destroying a module, limb or 'Mech entirely.

6. Bonus XP for destroying a module, limb or 'Mech indirectly when targeting and firing on another 'Mech. Includes ricochet damage.

Sure, why not (though I don't know about ricochet being in the game)

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7. Bonus XP for cockpit hits on first rounds fired.

8. Bonus XP for first blood, both damage to enemy, and enemy kill.

9. Bonus XP for successful DFA maneuvers only, not attempts.

10. Bonus XP for capturing enemy base. Applied only to 'Mechs in close proximity to the base being captured.

11. Bonus XP for stopping the capture counter by damaging enemy 'Mech which is capturing your base.

12. Bonus XP if you survive the entire battle.

13. Bonus XP for effectively using / triggering pilot abilities or class/specific tools at your command. Additional bonus if they crit.




All these look great.

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14. Bonus XP for NOT depleting special abilities (pilot consumables, not paid ones). Total exp determined by number of abilities left at end of battle and number of 'Mechs that have not depleted their abilities.

15. Bonus XP for not depleting ammunition for an offensive weapon system.


I get what you're trying to do here. You're trying to make a smarter player by rewarding smart play. However if you look at it from another angle, you're actually rewarding players for not participating which is always a bad thing. The last thing I want to see is an assault mech fitted out up with a crap load of machine guns and command modules running away from the opposing team so he can maximize is AFK XP.

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16. Bonus XP for each pilot if your lance wins: X% to each pilot.

New since post:

17. Bonus XP for teamwork in destroying a 'Mech? How say you?


Yup Yup

Edited by Corpsecandle, 18 June 2012 - 08:34 AM.


#6 Scott

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Posted 18 June 2012 - 08:34 AM

I agree with:

1. All damage to enemy 'Mechs.

3. For spotting an enemy 'Mech.

4. For relaying enemy 'Mech positions when accurate.

5. Bonus XP for destroying a module, limb or 'Mech entirely.

12. Bonus XP if you survive the entire battle.

8. Bonus XP for first blood, both damage to enemy, and enemy kill.

10. Bonus XP for capturing enemy base. Applied only to 'Mechs in close proximity to the base being captured.*

14. Bonus XP for NOT depleting special abilities (pilot consumables, not paid ones). Total exp determined by number of abilities left at end of battle and number of 'Mechs that have not depleted their abilities.

16. Bonus XP for each pilot if your lance wins: X% to each pilot.

*We don't yet know how base capturing is calculated/completed
Here's the reasons I disagree with the others:

2. Critical damage to enemy 'Mechs. The difference in levels and weight class between each 'Mech is taken into the account. The higher/lower the level of the 'Mech you damage and its weight class vs: yours the more/less experience you earn.

Crits are luck based, you shouldn't get more experience for something you don't really have control over.

6. Bonus XP for destroying a module, limb or 'Mech indirectly when targeting and firing on another 'Mech. Includes ricochet damage.

This is covered by the points for destorying a module,limb, or Mech. Doesn't matter how you did it.

7. Bonus XP for cockpit hits on first rounds fired.

Should be covered in the destruction of limb, module, or Mech. I suppose add pilot to that list to include this.

9. Bonus XP for successful DFA maneuvers only, not attempts.

These attempts apply real-world experience to the pilot. AS in, next time they will be better at DFA. Plus they already get bonus XP for detroying the pilot/mech.

11. Bonus XP for stopping the capture counter by damaging enemy 'Mech which is capturing your base.

We don't know how capturing works, plus damage is damage, shouldn't matter if the enemy is in the base or not.

13. Bonus XP for effectively using / triggering pilot abilities or class/specific tools at your command. Additional bonus if they crit.

The way you have it listed sounds like you get bonus xp if you use pilot skills and bonus xp if you don't. Since pilot skills are the result of XP, I don't think using them should result in more XP.

15. Bonus XP for not depleting ammunition for an offensive weapon system.

This discourages ammo usage, which repair/reload costs already does. Shouldn't matter what type of weapons you use, you shouldn't be penalized for using them.

17. Bonus XP for teamwork in destroying a 'Mech? How say you?

Isn't this covered in damage to a mech?

#7 Corpsecandle

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Posted 18 June 2012 - 08:59 AM

View PostScott, on 18 June 2012 - 08:34 AM, said:

7. Bonus XP for cockpit hits on first rounds fired.

Should be covered in the destruction of limb, module, or Mech. I suppose add pilot to that list to include this.


I believe OP is suggesting that the deliberate attempt to hit the cockpit (hence the "first few rounds") should be rewarded and gain additional experience for doing so. Then if the attempt succeeds the shooter would get the destruction reward as you mentioned.

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9. Bonus XP for successful DFA maneuvers only, not attempts.

These attempts apply real-world experience to the pilot. AS in, next time they will be better at DFA. Plus they already get bonus XP for detroying the pilot/mech.


Reasonably you're right, however how would the game differentiate between a DFA attempt, and a poor JJ pilot?

Quote


11. Bonus XP for stopping the capture counter by damaging enemy 'Mech which is capturing your base.

We don't know how capturing works, plus damage is damage, shouldn't matter if the enemy is in the base or not.

True, but the heart of the idea is that attempts to defend should be rewarded.

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17. Bonus XP for teamwork in destroying a 'Mech? How say you?

Isn't this covered in damage to a mech?


I don't think the OP meant it this way, but here's how I see it: A "scout" should get more XP than an "assault role" for attacking a target that someone else is also attacking. Since "scout" is inherently a support role, their supporting other lancemates should be rewarded more greatly than attempting to play solo.

#8 Aldinvor

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Posted 18 June 2012 - 09:39 AM

would be nice if you could get bonus exp for accepting when you die as being your own fault instead of raging at your team. I know... I'm living in a dream world, right?

#9 TimberJon

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Posted 18 June 2012 - 09:47 AM

Corpsecandle said:

#1 & 2. I'm hoping role would be taken into account here...I wouldn't want my "scout" attempting to focus on dealing damage due it's superior XP gain. In addition, weight class differences ought not to be taken into account, this would encourage players to focus on larger mechs rather than actually focusing on useful objectives.


I agree. I will retool.

Scott said:

#2. Crits are luck based, you shouldn't get more experience for something you don't really have control over.


I disagree here. If everyone has the same chance for crits and more XP, then it is fairly even for everyone. It is exciting when somewhere it is logged that you had a critical hit, and that you can see an associated XP gain post-game. Keeping gameplay exciting is really important in a F2P title. Aside from that.. nearly all damage is based on programmed die rolls after a fashion, so nearly any variable is based on chance. Bottom line, crits must exist.

Corpsecandle said:

#3 & 4. Getting XP for spotting a mech seems like rewarding a someone for finding a landmine by standing on it; it's not connective logic. Relaying locaitons makes sense though. Not sure how "Accurately" could be taken into account. From all indications information relay is a passive feature.


I think my brain was considering the relaying. Like if you pinpoint a Gridpoint where you think there are enemies and you get a little XP boost if you were right (though it gives you no overt confirmation during gameplay). But then everyone would be pinging the grid like crazy, like in other games we know... So I will retool / remove these. Needs more analysis.

Corpsecandle said:

#5 & 6. Sure, why not (though I don't know about ricochet being in the game)


Missiles might ricochet if say you were getting double-teamed at close range. Say if all you had were missiles, everyone will fire anyways even if the range is too short for the missiles to arm or "do full damage". If they spiral around in tight arcs they could do additional damage. Every effort you make to try to damage an enemy 'Mech should be chalked up. I say for desperate moments like that, you should get rewarded for trying. Though missiles just popped into my mind, I was really thinking of Gauss rounds when I added this trigger. I thought I read somewhere that because of the use of CryEngine3, there are more physics involved including assigned materials > models, and angles of penetration and deflection when calculating kinetics. I assumed kinetic rounds would ricochet when striking panels with high angles, which could lead to indirect damage if it hits a nearby enemy. Probably wouldn't spill over much XP but every bit will help right?

Scott said:

#6 This is covered by the points for destorying a module,limb, or Mech. Doesn't matter how you did it.
#7. Should be covered in the destruction of limb, module, or Mech. I suppose add pilot to that list to include this.


I figured any additional variables, actions, reactions, etc..that are children of the parent item should be quantified so I just listed them.
Will add pilot death bonus. Though we all have that concern that people don't go cockpit-hunting, I think Pirhana may have balanced this well.

Scott said:

#9 These attempts apply real-world experience to the pilot. AS in, next time they will be better at DFA. Plus they already get bonus XP for detroying the pilot/mech.


Do you mean a dedicated DFA skill bar to increase success of the maneuver? Success should only be based on your ability as a pilot to correctly gauge your speed and theirs and initiate a jump that would land you on top of them. This is tricky. I had thought about suggesting a button or pilot command that would put the 'Mech in "DFA mode" which could only be triggered when in the air - that would enable collection of bonus XP from a DFA attempt. I abandoned this concept for some reason though I can't remember exactly why, maybe an unnecessary layer. Yes they would get the standard bonuses for damaged 'Mech and components.

Scott said:

#11 We don't know how capturing works, plus damage is damage, shouldn't matter if the enemy is in the base or not.


Also @ Grokmoo. We all know how capturing works, and when programming it into a game you can only get so creative on how to initiate the base capture. You can't do it remotely so you have to have a 'Mech within X proximitity of the bases centerpoint (radius) or else a defined boundary. Maybe a single 'Mech needs to jack-into a terminal or hack into a security tower or something. It does not change that at least a single 'Mech must be in or near the base area. The point of bonus XP here is disrupting the progress of the base capture "meter" or timer. There will always be a meter or timer of some sort. It might not be in our HUD, but might be lights atop the base tower or something. There will be an overt method of letting the pilots know that a capture is in progress.

To clarify, I am not saying that you get bonus XP for damaging the capturing 'Mech. I only refer to the action of disrupting the capture countdown.

Scott said:

#13 The way you have it listed sounds like you get bonus xp if you use pilot skills and bonus xp if you don't. Since pilot skills are the result of XP, I don't think using them should result in more XP.


I don't see how it reads that they get bonus XP if they dont use said abilities. I'm actually not sure what abilities exactly I am referring to. I am thinking about abilities that might be class based like spy drones, launching radar beacons or anything that you as a pilot must trigger. Maybe a consumable ability that a module or your role provides. It would likely benefit you to use them all during combat, and you might not always get a chance to use some of them.

But I agree, difficult to tell who uses what and why, or if the ability used significantly damages anything or changes the outcome of the game. I'll pull it.

Corpsecandle said:

#14 & 15. I get what you're trying to do here. You're trying to make a smarter player by rewarding smart play. However if you look at it from another angle, you're actually rewarding players for not participating which is always a bad thing. The last thing I want to see is an assault mech fitted out up with a crap load of machine guns and command modules running away from the opposing team so he can maximize is AFK XP.


Hrm. There is that angle. Good catch. What if you get this bonus only if you are actively firing at a target when it is either within range, when it is firing at you and total percentage of gametime that you were moving and firing at enemies? If a 'Mech is camped and gets blown up, it shouldn't get any XP even with full bins because the game notes that players participation was too low.. I would also submit that if the player truly did not move from it's spawn point, the pilot should not get any XP associated with the team winning the game.

Scott said:

#15 This discourages ammo usage, which repair/reload costs already does. Shouldn't matter what type of weapons you use, you shouldn't be penalized for using them.


A game should always provide multiple methods of discouraging and encouraging things. Your 10 year old cousin is not going to conserve ammo because he knows it is going to cost him more money to reload after the game. Your 23 year old girlfriend is not going to conserve ammo on purpose to get .002% more XP. I say the % of bonus XP you get from conserving ammo is based on the %age of time you are contributing to the game, Eg, actively moving and firing. This bonus metric rewards the veterans who take time to aim and spend ammo wisely. The huge wave of cannon fodder general players are going to be firing everything they have like its counterstrike: reborn.

Edited by TimberJon, 18 June 2012 - 10:07 AM.


#10 gregsolidus

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Posted 18 June 2012 - 09:49 AM

I think the Battlefield route of giving small points for similarly small actions like resupplying and then allowing these to roll into larger bonuses like ribbons and medals is a method to look into eventually.

#11 ManDaisy

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Posted 18 June 2012 - 09:57 AM

I think an experience multiplier for number of survivors (your team) should be in there as well.

Edited by ManDaisy, 18 June 2012 - 09:57 AM.


#12 BlindProphet

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Posted 18 June 2012 - 10:23 AM

Quote

2. Critical damage to enemy 'Mechs. The difference in levels and weight class between each 'Mech is taken into the account. The higher/lower the level of the 'Mech you damage and its weight class vs: yours the more/less experience you earn.


No. For the whole I'm fighting a mech. I open up his armor. Teammate B is near me watching, then once the armor is opened he starts peppering the mech in said location. Now not only is he getting xp from damage (possible) he'd be getting it from the crits that without me he wouldn't have been able to cause.

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3. For spotting an enemy 'Mech.

4. For relaying enemy 'Mech positions when accurate.


I'm not sure relaying information is going to be something you actively have to do...

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5. Bonus XP for destroying a module, limb or 'Mech entirely.


Why should there be bonus xp for destroying a module, or limb? When all that would have been covered under damage...

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6. Bonus XP for destroying a module, limb or 'Mech indirectly when targeting and firing on another 'Mech. Includes ricochet damage.

7. Bonus XP for cockpit hits on first rounds fired.

8. Bonus XP for first blood, both damage to enemy, and enemy kill.


Why are you giving out bonus xp for this? Whyyyyyyyy?

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9. Bonus XP for successful DFA maneuvers only, not attempts.


What is a 'successful DFA' vs an unsuccessful DFA? And why is this not covered under 'damage to enemy' again?

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13. Bonus XP for effectively using / triggering pilot abilities or class/specific tools at your command. Additional bonus if they crit.

14. Bonus XP for NOT depleting special abilities (pilot consumables, not paid ones). Total exp determined by number of abilities left at end of battle and number of 'Mechs that have not depleted their abilities.


What classifies as 'effectively using'? This is just subjective stupidity here. Also why the hell would you penalize someone for utilizing the tools and skills in battle? Yes its a penalty to people who use everything at their disposal since they're not getting this 'bonus xp'.

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15. Bonus XP for not depleting ammunition for an offensive weapon system.


So I should be penalized for using balistic and missile weapons? You've got to be kidding me...

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16. Bonus XP for each pilot if your lance wins: X% to each pilot.


Well considering its 12v12 it'd be to your team...but yeah.

#13 Death Mallet

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Posted 18 June 2012 - 10:33 AM

View PostTimberJon, on 18 June 2012 - 08:06 AM, said:

You should get experience for:

1. All damage to enemy 'Mechs.

2. Critical damage to enemy 'Mechs. No special bonuses for different class Roles, chassis weights or player levels.

3. For relaying enemy 'Mech positions using command tools or in-game abilities.

10. Bonus XP for capturing enemy base. Applied only to 'Mechs in close proximity to the base being captured.

11. Bonus XP for stopping the capture counter by damaging enemy 'Mech which is capturing your base.

12. Bonus XP if you survive the entire battle.

16. Bonus XP for each pilot if your lance wins: X% to each pilot.



I agree with the ones above. I think the other ones are bad for gameplay.

#14 Teralitha

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Posted 18 June 2012 - 10:47 AM

You should get experience for:

1. All damage to enemy 'Mechs. - Yes

2. Critical damage to enemy 'Mechs. No special bonuses for different class Roles, chassis weights or player levels. - No

3. For relaying enemy 'Mech positions using command tools or in-game abilities. -Yes

4. Merged with 3.

5. Bonus XP for destroying a module, limb or 'Mech entirely. - No

6. Bonus XP for destroying a module, limb or 'Mech indirectly when targeting and firing on another 'Mech. Includes ricochet damage. - No

7. Bonus XP for cockpit hits on first rounds fired. - No

8. Bonus XP for first blood, both damage to enemy, and enemy kill. - No

9. Bonus XP for successful DFA maneuvers only, not attempts. - maybe...

10. Bonus XP for capturing enemy base. Applied only to 'Mechs in close proximity to the base being captured. - No

11. Bonus XP for stopping the capture - Yes. counter by damaging enemy 'Mech which is capturing your base. - huh? no

12. Bonus XP if you survive the entire battle. - Yes, but only if they were actively playing

13. Bonus XP for effectively using / triggering pilot abilities or class/specific tools at your command. Additional bonus if they crit. - No

14. Bonus XP for NOT depleting special abilities (pilot consumables, not paid ones). Total exp determined by number of abilities left at end of battle and number of 'Mechs that have not depleted their abilities. - No

15. Bonus XP for not depleting ammunition for an offensive weapon system. - No

16. Bonus XP for each pilot if your lance wins: X% to each pilot. - Yes but only if they were actively play.

New since post:

17. Bonus XP for pilots using teamwork to destroy an enemy 'Mech. Includes spotting with TAG for co-op indirect fire. - No


Personally I think the only thing you should get exp for is winning the match, and for how much damage you do. Nothing else. And dying cancels half of what you would have got if you lived.

Otherwise you promote kill stealing, and stat whoring, and kill team tactics.

Edited by Teralitha, 18 June 2012 - 10:59 AM.


#15 gregsolidus

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Posted 18 June 2012 - 10:52 AM

As taken from Dev Blog 4:

Examples of XP Actions:
  • • Destroying an enemy unit.
  • • Detecting an enemy unit.
  • • Assisting a friendly unit.
  • • Disabling an enemy unit.
  • • Accomplishing a command order.


#16 Blackfire1

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Posted 18 June 2012 - 10:52 AM

driving your car into a crowded sidewalk.
.
.
.
.
What? OH....oh gotcha... in MWO... totally thought.... Nevermind.

*cough*

#17 Hypernaut

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Posted 18 June 2012 - 11:03 AM

I hope they have a good implementation of the scout role. The XP rewards in WoT are total bullshit. One should get not only XP for uncovering a mech the first time but scouts should be rewarded each time they the make a mech visible AGAIN too and thus a potential target for your team!

#18 TimberJon

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Posted 18 June 2012 - 11:38 AM

@ Blindprophet. I've addressed most if not all your questions in my post. Why award us less XP when there are so many quantifiable variables in this game that can equal bonuses?

For your comments to #5-8: you're fired. [comment deleted]. When explaining the mechanics of something you don't bundle all mechanics under one generally defining parental mechanic. You list the primary, and all the childs (or sub-mechanics that contribute to the parent). Stop whining that a sub-point is covered by a parent. There is a point to listing them all on separate lines, and this is for the Devs to see also which means they would need to see the logic behind the triggers.

An unsuccessful DFA is you trying to jump on me and missing, then tripping yourself, falling on your face, and taking a bit of damage for your trouble. Say you also slid down a hill as well, hitting rocks as you went and bouncing off other parts of the terrain. That's a failed DFA and you get no bonus. If you pull it off? XP bonus, awards, medals, chalk marks! How would a 4th grader define a DFA in one sentence? If you can't...

#13 & 14. I'll admit I am not sure how or what to quantify here. But I wanted to put down the general concepts. I also don't appreciate you directing the term stupidity anywhere in my direction. You have no right and are not superior to anyone, nor do I claim such. That kind of talk has no place here in this community. Open your blind eyes / closed mind instead and consider that the player that depletes his ammo stores / abilities more than likely netted more total XP than the player that wandered around avoiding major firefights. Think balance, if you can, and not for veterans, but for new players - the masses.

#15. Again use your brain please. Yes everyone could get bonus XP for leaving the last shot in all their ballistic weapon systems, but how much XP do you think might be awarded for this? these are micro-bonuses, not 2x+multipliers. I am talking fractions of percent values, as everyone else understands.

#19 TimberJon

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Posted 18 June 2012 - 12:20 PM

@ Teralitha. You don't get off that easy. If you shoot all these down I want to know why.

2. No. Explain.
5. No. No XP for destroying a 'Mech, on top of all the damage you did? Explain.
6. No. Explain.
7. No. Explain.
8. No. Explain.
9. maybe... Oh? Why maybe this and not other more important factors of combat? DFA's are going to be what, less than 2% of all combat?
10. No. Explain.
11. huh? no. Not a CTF player? neither am I. But this is a part of every battle, not just a CTF mode. so Explain.
12. Yes, but only if they were actively playing. Good point! I'll reword.
13. No. I can see this point as a low priority item. Anyone else for removal?
14. No. Also low priority. No problem removing this one. Anyone else?
15. No. Explain.
16. Yes but only if they were actively play. Agreed, will reword.
17. No. I assume you tried to explain this below.

Personally I think the only thing you should get exp for is winning the match, and for how much damage you do.

This above comment makes sense, but only from an ignorant users standpoint. You the user don't really care HOW you get your experience as long as you do. But the guys making the game have to figure out all the details about how the damage occurs, what constitutes a trigger for XP gain. Maybe they won't add this many layers for XP accumulation but they are working with a game engine that automatically provides the layer triggers for these kinds of things.

And dying cancels half of what you would have got if you lived.

This, seems to me at first to be a good idea. But then those players that are not as good will see their progress slow to a true crawl early on and might lose interest. I support nothing that may potentially decrease the player pool. So I'm leaving it out. Too elitist.

...Otherwise you promote kill stealing...
this can be mitigated by majority of XP being awarded to a pilot that deals the most damage to another in tiers. Consider pilot A damages Pilot B about 85%, and then pilot C comes and kills your target. Pilot C gets XP for the damage but not the kill, since pilot A already contributed over X percent of the damage (Say 70% for kill bonus). Or perhaps 75% of the kill bonus goes to pilot A, and the rest to pilot C.

...and stat whoring...
How can this ever be stopped?

and kill team tactics...
What?? ha! Explain. 1on1 is honorable but do you seriously think that players are going to stomp around and not gang up on an enemy 'Mech when one is in the crosshairs? This will happen no matter how many XP gain triggers the game has.

Edited by TimberJon, 18 June 2012 - 12:20 PM.


#20 GHQCommander

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Posted 18 June 2012 - 01:27 PM

View PostGrokmoo, on 18 June 2012 - 08:31 AM, said:

You mention bonus XP for damaging an enemy mech to stop the capture counter. Is this detail confirmed anywhere? As far as I know, we don't know exactly how base capture will work.


We don't know **** boys. Best thing we can do right now is keep our heads down and shoot at anything that moves. We'll figure out the rules of engagment and who is a friend or foe once everyone is dead.

You got it? Now move the **** out pilots!





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