From: Justin S. <jus...@ho...> - 2003-01-21 20:46:09
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KevKev some problems with your formula... 40% loss of EXP is MORONIC!!!! ok, now that I got that out... I agree we should have a slight net loss in EXP from Killing/Dying. You should ALWAYS gain EXP for a kill, but it should become a smaller and smaller fraction as you get bigger and bigger, but never non-zero. I would still recommend 5% MIN (which really is only a token amount anyways for a big player killing a small one). As I said before you can't have dying on its own be too much of a penalty since the EXP loss is too great when you are doing things like Busting (which isn't really for personal gain). 15% was probably too high. I'm not going to risk dying on a bust with 1 million EXP especially if the code is near to 100% for someone dying/round. When you make #s to extreme you cause problems. We want to make a game that promotes action not sitting on your base (or on a Starbase) hiding because if you die with your 2 million EXP you'll lose 800K!!! Not to mention with your way a 1 million EXP player kills a 2 million EXP player (which won't be hard with everyone firing on the high exp person IS) and goes to 1.4 million and the 2 million EXP player drops to 1.2 million. Guys remember we are changing other parts of the game so think about how they all relate. We have 1 on 1 combat which in itself will work to even out EXPs (the highest exp people always being targetted if possible). We need less moronic things. 15% was too much. Lower to 10% MAX. Even a 2 million EXP player losing 200k is a horrible thing (now if using my #s will cost 400 million to buy that exp back). I guess we could have a variance between 1% and 10%, just make the increase for Dying move up faster then for killing which will result in a net loss of EXP. BTW I wouldn't consider 6 levels to be significantly above another player. 5 levels apart is really in the 'same class'. With your way a level 40 player gets nothing for killing a level 34 player, why???? Suggested New Rule: Try to think about impact on game before giving #s. EXP Gain: (10 - Level Difference/4)% (max of 10%) EXP Loss: 10% (always) Simple and to the point. How about we give no EXP gain for TFP, Forces and Base kills? Only EXP loss for those. Only way to gain EXP is a legitamate ship to ship kill. Carnaugh - The Ass of ME _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE* http://join.msn.com/?page=features/virus |