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Old 2013-02-20, 01:32 PM   [Ignore Me] #16
Babyfark McGeez
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Re: Removing Capture XP


Originally Posted by PredatorFour View Post
Make it like the original (did i just say that ??? shit i apologise)
If the base/outpost is contested give the normal amount of xp, if no one is there give next to little xp.
That would probably be deemed either "too complicated for casuals" or "too planetside 1". Or maybe "making too much sense".
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Old 2013-02-20, 01:36 PM   [Ignore Me] #17
typhaon
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Re: Removing Capture XP


Originally Posted by Brusi View Post
What if XP ticked in like a resource?

Casual players would benefit immensely by that. As would people who can't hit the broad side of a barn.

The more Territory you hold the more your empires passive XP gain.
I've batted this one around... if you could ensure even populations, then something like this makes a lot of sense.

BUT - if you have unconnected continents (ie. each empire sits on one fully captured continent with no reason to move), or population discrepancies result in one empire always getting a significantly greater XP gain (making others just not want to log in, or simply switch) - then it's bad.

Remember - this is basically how major facilities were handled in early beta... you really wanted to hold on to them... but it also results in a lot of the first thing i described.
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Old 2013-02-20, 02:09 PM   [Ignore Me] #18
Electrofreak
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Re: Removing Capture XP


I proposed the PS1-style dynamic XP in the thread in my signature, and it was implemented for kill XP. The post also includes dynamic capture XP, which I would love to see brought into PS2.

As mentioned, this type of XP reward works very well in that the larger the battle and the longer you're involved in it, the greater the reward XP when it's captured.
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