chavr
2003-05-30, 03:33 PM
quote:
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Xeno...that's a legitimate question. Our current opinion (and we're watching this assumption closely) is that if you defend the walls of a base against the oncoming attackers, you'll be reaping great xp just through sheer kill volume.
If you let them through to hack your console in order to get access to the resecure points, then sure...that's legitimate. But you're going to feel mighty foolish if they defend the console well and steal the base from you.
Besides...kill points wrack up. If there are enough enemies there to accumulate points on the time slices for resecure, then there are plenty of enemies to kill. If that's the case, then just kill them. You'll get xp quickly (and more sanely) that way.
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quote:
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The max award you can get for a base cap is 5000xp. You can get this by fighting at bases for a significant chunk of the hack (and pre-hack) time with enemies in the area. That's pretty much all there is to it.
Enemies in SOI = experience.
No enemies = no experience.
There is MUCH more experience for resecuring a base than there used to be, so defenders have an incentive to stay and try to recapture the base.
Anyone that says "it's smarter to let attackers through and let them hack before killing them and resecuring" is taking a calculated risk that they can actually get the resecure to happen. That *will* net some xp...but only if there's attackers in the area besides the one guy making the hack. Again...the more enemies there are, the more xp you get...even for a resecure.
Risk = xp.
Resecuring is just like capturing, but the max xp is a bit lower (3000 instead of 5000) because the time window is only 15-minutes instead of 25-minutes. But "saving" a base in the nick of time, with enemies swarming on the base can net you very good xp now.
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Those are the quotes I want to discuss. As you can see they took the time to really explain how the exp system is working right now. However, there is a gaping hole in what they are saying.
quote:
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Besides...kill points wrack up. If there are enough enemies there to accumulate points on the time slices for resecure, then there are plenty of enemies to kill. If that's the case, then just kill them. You'll get xp quickly (and more sanely) that way
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The average base cap is worth 2500. The average resecure is 1200. The average kill in a squad is worth 15 exp.
That means you have to kill 80 people/max's to get the same exp you would for a resecure. You have to kill 167 people/max's to equal the average base cap.
That is ALOT of kills to come close to the same exp you get on the average base cap/resecure.
Right there is the entire problem with the current system. The only real reward is received for capturing or resecuring. Kills really aren't worth the effort to find them. Not to mention the best tactic to use when capturing is to stop the enemy from spawning, thus you get even fewer kills. Add in other squads are trying to get kills so your target pool is only getting smaller and smaller. Lastly, don't forget that not all 10 members of the squad will be shooters. When all those factors are added together you see it's impossible to kill enough targets to come remotely close to capture exp.
The easiest and best solution for this is to stop dividing kill exp in a sqaud. Give each squad member full exp for a kill. I'd remove the added 50 base exp though. The old standard was fine if they would just stop dividing the exp by number of people in the squad.
You'd get proper reward for kills, defense would be encouraged, support classes would not be frowned upon and you'd make progress on exp while doing the most fun part of this game.... killing other people.
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Xeno...that's a legitimate question. Our current opinion (and we're watching this assumption closely) is that if you defend the walls of a base against the oncoming attackers, you'll be reaping great xp just through sheer kill volume.
If you let them through to hack your console in order to get access to the resecure points, then sure...that's legitimate. But you're going to feel mighty foolish if they defend the console well and steal the base from you.
Besides...kill points wrack up. If there are enough enemies there to accumulate points on the time slices for resecure, then there are plenty of enemies to kill. If that's the case, then just kill them. You'll get xp quickly (and more sanely) that way.
--------------------------------------------------------------------------------
quote:
--------------------------------------------------------------------------------
The max award you can get for a base cap is 5000xp. You can get this by fighting at bases for a significant chunk of the hack (and pre-hack) time with enemies in the area. That's pretty much all there is to it.
Enemies in SOI = experience.
No enemies = no experience.
There is MUCH more experience for resecuring a base than there used to be, so defenders have an incentive to stay and try to recapture the base.
Anyone that says "it's smarter to let attackers through and let them hack before killing them and resecuring" is taking a calculated risk that they can actually get the resecure to happen. That *will* net some xp...but only if there's attackers in the area besides the one guy making the hack. Again...the more enemies there are, the more xp you get...even for a resecure.
Risk = xp.
Resecuring is just like capturing, but the max xp is a bit lower (3000 instead of 5000) because the time window is only 15-minutes instead of 25-minutes. But "saving" a base in the nick of time, with enemies swarming on the base can net you very good xp now.
--------------------------------------------------------------------------------
Those are the quotes I want to discuss. As you can see they took the time to really explain how the exp system is working right now. However, there is a gaping hole in what they are saying.
quote:
--------------------------------------------------------------------------------
Besides...kill points wrack up. If there are enough enemies there to accumulate points on the time slices for resecure, then there are plenty of enemies to kill. If that's the case, then just kill them. You'll get xp quickly (and more sanely) that way
--------------------------------------------------------------------------------
The average base cap is worth 2500. The average resecure is 1200. The average kill in a squad is worth 15 exp.
That means you have to kill 80 people/max's to get the same exp you would for a resecure. You have to kill 167 people/max's to equal the average base cap.
That is ALOT of kills to come close to the same exp you get on the average base cap/resecure.
Right there is the entire problem with the current system. The only real reward is received for capturing or resecuring. Kills really aren't worth the effort to find them. Not to mention the best tactic to use when capturing is to stop the enemy from spawning, thus you get even fewer kills. Add in other squads are trying to get kills so your target pool is only getting smaller and smaller. Lastly, don't forget that not all 10 members of the squad will be shooters. When all those factors are added together you see it's impossible to kill enough targets to come remotely close to capture exp.
The easiest and best solution for this is to stop dividing kill exp in a sqaud. Give each squad member full exp for a kill. I'd remove the added 50 base exp though. The old standard was fine if they would just stop dividing the exp by number of people in the squad.
You'd get proper reward for kills, defense would be encouraged, support classes would not be frowned upon and you'd make progress on exp while doing the most fun part of this game.... killing other people.