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2003-05-22, 06:05 PM | [Ignore Me] #1 | ||
Dragoon Admiral
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Just some ideas that came to my ego inflated head:
-=EXP FOR SQUADS=- All exp is shared in squad fully. You kill a MAX that would normally give you 100 BEP solo, it will give your entire squad 100 BEP. If you cap a base for 2k BEP, everyone in squad gets it excluding commander - who should get EXACT SAME NUMBER AS BEP EXCEPT IN CEP REGARDLESS OF HOW MANY PEOPLE IN SQUAD (maybe forcing a minimum squad of 4 people to keep the devs happy: preventing CEP from being obtained without really commanding people). Squads would all share EXP over entire continent AND ALSO IN DEATH. To prevent people from abusing the sharing across contient (i.e. having squad members split up to several different SOIs to get big EXP when all caps are made) there would have to be a kind of "limitor" which would only allow one capping at a time per squad. For example, one system would be that the squad would ONLY get exp for the base cap when their commander is there. He would be the "trigger" so to speak. So if 3/4 of the squad (including com) is at Bio Lab Gimik when it caps, and 1/4 (stragglers and n00bs) are at Technology Plant Krendehll, then the entire squad would recieve exp for the cap at Gimik but not for the cap at Krendehll. Likewise (don't know how hard it would be to code) if another squad member got there first, and THEN the commander gets there the exp the squad will get for the cap will be as of the first person to get there. The commander is only a placeholder in this scenario for the cap exp. The first base he visits that is being hacked and/or starts hack is the only base his squad will get exp for. Instead of the commander you could use a majority rule... but it would lead to too many holes IMO. And with squads having a maximum of 10, it would leave to 5/5 split maybe a little more often then we'd like to think... Actual numbers on exp might need slight adjustments as well. -=SOLUTIONS=- * Bases are still worth capturing yet you are unable to get multiple caps in a short amount of time. * Squad kills are "fixed" * Commander won't have to worry about size of squad and having to invite any dumbass who can fill the slot to get full CEP. * Total BEP and CEP can be tonned down slightly to reflect changes. Kills in squad would be noticibly higher while solo kills would be noticibly lower. In other words, a kill made solo or in squad will be same number. Things that still need "fixing": - Still no reason to defend any bases because exp yield is far higher for going out and capturing. The only incentive is to stop hacks already made against your base, which we all know actually promotes bad defense. - Medics need a bit of tweaking to be made more useful (Medic sign on map? Adv. Medic ability to see all "dead" non-respawning characters on his empire so he can revive them on minimap? - Pulsar, Beamer, and Lasher need some improvements to be "on-par" with the other empires' weapons. If anyone has any comments, suggestions, exploits, rave reviews, or incoherent babble about my exp changes, you can post it here.
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My old sig is gone... I reformatted. Last edited by Zarparchior; 2003-05-22 at 06:11 PM. |
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2003-05-22, 08:15 PM | [Ignore Me] #3 | ||
i agree with your plan, and with the commander being to so-caled "trigger" would defienetly fix the stragglers problem.
And to help medics seee people who need help better maye there should be a red cross floating over people whos HP is down or someone who is dead. A onyl slightly opaque one, so that vision isnt block. |
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2003-05-22, 09:19 PM | [Ignore Me] #7 | ||
Contributor Captain
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Thats just the same exp system they had in beta. They said they would be changing it. Gaining experience slowly isnt all that bad. Oh, crap i have to work at it to become sucessful? Shit i cant handle that, then id have to care about the game enough to pay for it...wait....
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