From: Farid K. <Far...@ro...> - 2003-01-20 19:32:03
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With regards to experience gain/loss from combat=85 So far, to combat code allows an experience gain providing you kill a more experienced merchant=85 And the Game Set up, says 10% experience gain=85 In chat, we were talking about a formula=85 Some ideas: XP =3D experience; :) 1) attacker XP gain < defender XP loss There is the idea that we don=92t =91make=92 XP when assigning XP gain, = it should be less than or equal to the XP loss (of the dead) 2) I think a base XP loss should be set a level increments. Make it less damaging for lower level merchants, and more damaging for higher level merchants. We can use level as an increment or set a percentage at certain levels For example: -Newbie level players lose NO XP when they get podded (after discussing it with vrm, this is the way I have it coded ATM, they also lose no money when they die) -Players level 10 and under lose 10% -Every 10 levels after that lose an additional 5%, so a level 40 (Emperor) would lose 25% of their XP. (sounds harsh eh?) Why? Why such a huge loss of XP at level 40? I think that having more merchants at the middling levels, and making level 40 (Emperor) a much harder target to reach, will extend the game life in later stages. Newer merchants won=92t be at the mercy of the high XP merchants with = the big damage low accuracy weapons. And it introduces more risk. 3) XP loss can then be enhanced by racial criteria, less of a loss for one race, more of a loss for another=85 4) XP Gain; well, XP Gain from kills does not necessarily have to equal the XP loss. It should NEVER be more, but can always be less. I think level increments in XP gain is good, make it more fruitful to hunt/kill more experienced merchants -Killing Newbie No XP Gain -Base set at 5% of defender XP=20 -No bonus for killing less experienced merchants -A 0.25% bonus for every level the defeated had on you=85 so a level 10 killing a level 20, would get him 7.5% of defender XP, a level 10 killing a level 40 would get him 12.5%, a level 20 killing a level 40 would get him 7.5%... and so on. A level 39 killing a level 40 get 5.25%... Less XP gain the higher up in XP you are. 5) Dying to forces? From a base? Well I think XP loss shouldn=92t change from what is set in item 2. 6) XP Gain from people dying to your base? I think a 5% of the attacker XP is reasonable. =20 Comments? Hawklan... -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: January 19, 2003 7:46 AM To: ope...@li... Subject: [Openme-developers] Announcement to players -revision 0.1 Please read the list and see if I added somethign we dont do or missed something. Also add details. =A0 =A0 Game Set up for 4th=A0generation: =A0 -12 galaxies=A0average size of 50 X 50.. some bigger =A0 -Distance index extended to a limit of 50 =A0 -Amount of Lux ports lowered, price of lux lowered pirce of food raised =A0 -Mines+combat drone price raised to 10.000=A0 =A0 -new ship list =A0 -new weapon list =A0 -XP for construction lowered =A0 -Construction price rise faster at the end =A0 Features redone: =A0 -ship to ship combat code. Its now one to one and no auto return fire. Combat code made 10 times faster =A0 -Ship versus forces code, works the same way just faster =A0 -Jump drive, works the same way just faster =A0 -Base busting code reworked. =A0=A0=A0 -Defender:=A0A bigger chance of someone dyign on his base =A0=A0=A0 -Attacker A chance of=A0"wearing the base" down. Chance=A0for = destroying structures=A0 =A0 -Ship technology code made smoother and faster =A0 =A0 =A0 New features: =A0 -Racial abilities=20 =A0 -Critical hits in combat system=A0 |