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From: Gareth N. <gar...@uk...> - 2002-01-08 16:27:54
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| Ok.. now this is a good point! | But it means we got a lot of things to clear first. So when we move to a more | AD&D like experience system what exactly gives you experience.. we must take | care not to reward obvious cheating systems like the destruction of a building | that can be rebuild shouldn't give any points. If you think of two players | playing each other by just placing buildings into the map for the other to | destroy in order to gain more experience. Obviously. We want fairly fixed, preferably hard goals which reward EP... | So getting some experience for destroying a castle sounds good as it cannot | be rebuilt in that game. Also artifacts that can be found on the map could | make expansion a little bit faster so I'm with you here too :) Exactly the sort of thing I'm thinking of... | But we get into problems with battles. I don't want experience wins for each | defeated unit (similar to the above for buildings). Though otoh players | certainly liked to be rewarded.. then again how worthy is it to kill an enemy | with a spell? or to let your summoned daemon kill some enemies? Yeah, but this could be like 0.0001 of an EP. It's all a matter of scale... :-) | I like the general idea but I think we need to fine-tune a lot here: | - what for do you get EP? | - is it easy to abuse? | - are there any calculation factors involved with the character level? Agree with all this... | - maybe add an EP indicator to the statusbar? Nope, EP shouldn't really be so clearly defined for the players (IMO), but fairly easy for them to figure out as they (personally) become more experienced... I like an air of mystery around the whole thing. If it's all "laid out on the table" the newbies will spend the first three months running around after EP without fighting each other (if you see what I mean)... My opinion anyway. Not *that* fussed about it... | Another point to discuss while thinking of this is when/where to update the | character level. In-game like in Diablo? so that you can get new spells even | during an ongoing battle. Or after the game is over? My preference (I think) is after the game. But I'm flexible on this issue... | > Student dorms; probably the last place it'll require a password, or at | > least, the last place they'll think of requiring one..! ;-) But I see the | > point. ATM I'm thinking why bother, but if you can see a need for it in the | > future, and it'll be tricky to retrofit later, you might as well stick it in | > now. It's not like it's a real big deal... | | It really isn't. Although I'd like to hear some user comments as well. I don't | feel a need to implement it either.. but it shouldn't be much of a problem if | it's demanded. Indeed... -- Well, that's you and I in complete agreement after two emails... Now I just *know* everyone else will have to disagree. Things are never this good! ;-P G |