blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 18, 2011 10:11:20 GMT -5
Eeeww... And I already meant it in a very nice way...
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Post by Rico's Roughnecks on Nov 27, 2011 10:39:06 GMT -5
I assume that experience isn't going to remain a straight 1 exp for 1 skill forever and it will take on a more CK formula where we earn more xp (maybe per kill or per objective met) but each skill level increases cost mathematically. Have you devs made any plans about this yet?
In addition to the mathematical increase, I also like the concept of getting xp specifically applied to skills you have used. Like, every time you shoot and hit your target you get 1xp toward Ranged or every time the enemy attacks and you dodge, 1xp toward Evade. Obviously this simple version would have Ranged increase much faster than Evade since templars shoot a lot more often than they dodge, but you can adjust that by applying a 5x multiplier to the cost of Ranged or whatever multiplier seems right. So let's say each skill level costs 10xp times your current level. To go from Ranged 2 to 3 would cost 100xp, 100 successful shots on target, but Evade would only require 20xp or 20 successful dodges.
That way you can't do what I did in CK and get xp shooting people and use it to improve my hacking skills
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Post by gravismetallum on Nov 27, 2011 11:29:40 GMT -5
That's pretty hardcore and makes sense and I like things that make sense,but taking the freedom of developing their characters the way they want is probably not a good idea.
I think that if you have to feed your characters to xenos to develop your dodge,warrior, and strength skills in a game with no saving it would be just way to hard to get the characters you envision.
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Post by fallen on Nov 28, 2011 12:01:12 GMT -5
neveryours - no gene seed around here. Also note, you lose the equipment (Heavy Leviathans!) of your fallen Templars.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 28, 2011 21:26:53 GMT -5
1) When they're fallen, can they get up? ;D 2) What's the difference between a Fallen Templar and a Dark Templar?
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Post by Rico's Roughnecks on Nov 28, 2011 22:32:27 GMT -5
Medieval knights couldn't stand up if they fell. I imagine a templar knight isn't much more nimble in a leviathan
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Post by neveryours on Nov 28, 2011 23:25:16 GMT -5
Hmmm, maybe I should develop a Templar with nothing but evasion up to 20 points and then send only him into a roomful of xenos while the rest watch and clap. They'll only save him after he has survived for 10 rounds. Things to aim for in drawing my own storylines.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 29, 2011 1:51:29 GMT -5
Medieval knights couldn't stand up if they fell. I imagine a templar knight isn't much more nimble in a leviathan Well, medieval knights do not have motorized gear-joints, do they? ;D
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Post by Rico's Roughnecks on Dec 20, 2011 13:50:19 GMT -5
What's the difference bteween captain getting 1 or 2 xp? I just got 2 for a mission where 2 guys only had 1 health remaining, one was out of ammo and all were in low single digits for ammo. I won but it wasn't spectacular. But other times I've taken minimal or no damage and had ammo and only got 1.
Again I know its a rudimentary systm
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 20, 2011 20:51:59 GMT -5
I guess people learn more when they had hell to pay for it. ;D
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Post by Rico's Roughnecks on Feb 6, 2012 1:06:28 GMT -5
I guess people learn more when they had hell to pay for it. ;D I think this is confirmed. I was just playing Gauntlet over and over and took note of how much experience I got. If I took 3 or more damage I got 2xp. I only got 1 if I had less damage, regardless of my ammo or kills. Getting injured gives more xp than killing aliens. So if you want your extra xp, linger outside the extract point and let the xeno have a nibble.
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Post by Cory Trese on Feb 6, 2012 1:19:15 GMT -5
Great ideas in this thread, thanks for posting them. To everyone who reads this far: I wouldn't put TOO much weight on individual player pronouncements of rules -- the results of one player's experimentation is rarely enough to really expand upon how the code works. Summary of 100 lines of Java in 3 lines of forum posting is hard. Rico might be right on some levels for some difficulties and some XP levels about damage and XP but don't get too distracted by over simplifications. The games are complex ... not as complex as they will be when they are done, but not so simple as that
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Post by Cory Trese on Feb 6, 2012 1:19:38 GMT -5
That's pretty hardcore and makes sense and I like things that make sense,but taking the freedom of developing their characters the way they want is probably not a good idea. I think that if you have to feed your characters to xenos to develop your dodge,warrior, and strength skills in a game with no saving it would be just way to hard to get the characters you envision. I really agree with this post! NICE!
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Feb 6, 2012 2:11:02 GMT -5
The games are complex ... not as complex as they will be when they are done, but not so simple as that Complex is good if it adds varieties into our options and strategies, Cory. However, I think it's working against the players. And it's not due to us not trying to learn from our mistake, it's just that the lesson is too opaque to learn from. For one thing, now, I am not sure if the Xeno is lucky or skilled to have hit my Captain with superhuman statistics. Do I train harder on some other map or retry? No one knows...
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Post by Cory Trese on Feb 20, 2012 2:54:45 GMT -5
The new campaign uses lots of "secret goals" that grant XP for exploration or side objectivies
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