Post by dragonspear on Oct 5, 2016 14:42:54 GMT -5
Hi,
I'm brand new to the game, so I am still learning as I go, but sometimes newcomer perspectives are welcome, so here goes.
Warning! Math below.
I found myself a little frustrated (not terribly, just a tiny bit) that when I focused on leveling one character, and then having to drop him to pick another class to survive a few missions, the original character I focused on quickly hits the 'minimum' level percentage of the captain's level. Which leads to that 'aw man! I invested in you! And you slouched off and are now no better than a fresh recruit!' vibe.
This idea is how to keep that frustration from occurring in a way, I think, that would maintain the game's finely tuned balance (AFAIK).
I'm not able to peek under the hood, but I think the totals work in some way of an if/then/else argument where a squad member gains xp in a mission, doesn't gain xp if he doesn't go, but his xp is overwritten if it hits the captain's percentile threshold.
What if instead you set the captain's base, then for every mission you *add* to that number? The base would be a variable 'n' and change with the captain's xp. So if 'n' is 70% of Captain it would be something like this:
Soldier's xp = n + 30% of accumulated mission xp
And to make it even smoother, have new mission xp also equal a variable, say 'y'.
n = 70 % of captain xp
y = 30 % of mission xp
m1 = accumulated mission xp for soldier 1
m2 = accumulated mission xp for soldier 2
etc ...
After each mission, if they survived,
m1 = m1 + y
n + m1 = soldier's total xp
Good soldier. I knew you kept something you learned from that last conflict!
Anyway that's the bare bones of my idea. Use it or not. I've no ideas of the complexities of implementation, but it is there if it strikes your fancy. You could even reduce the percentage gain for soldiers other than the captain if lower overall xp is part of the end-game balance.
I'm brand new to the game, so I am still learning as I go, but sometimes newcomer perspectives are welcome, so here goes.
Warning! Math below.
I found myself a little frustrated (not terribly, just a tiny bit) that when I focused on leveling one character, and then having to drop him to pick another class to survive a few missions, the original character I focused on quickly hits the 'minimum' level percentage of the captain's level. Which leads to that 'aw man! I invested in you! And you slouched off and are now no better than a fresh recruit!' vibe.
This idea is how to keep that frustration from occurring in a way, I think, that would maintain the game's finely tuned balance (AFAIK).
I'm not able to peek under the hood, but I think the totals work in some way of an if/then/else argument where a squad member gains xp in a mission, doesn't gain xp if he doesn't go, but his xp is overwritten if it hits the captain's percentile threshold.
What if instead you set the captain's base, then for every mission you *add* to that number? The base would be a variable 'n' and change with the captain's xp. So if 'n' is 70% of Captain it would be something like this:
Soldier's xp = n + 30% of accumulated mission xp
And to make it even smoother, have new mission xp also equal a variable, say 'y'.
n = 70 % of captain xp
y = 30 % of mission xp
m1 = accumulated mission xp for soldier 1
m2 = accumulated mission xp for soldier 2
etc ...
After each mission, if they survived,
m1 = m1 + y
n + m1 = soldier's total xp
Good soldier. I knew you kept something you learned from that last conflict!
Anyway that's the bare bones of my idea. Use it or not. I've no ideas of the complexities of implementation, but it is there if it strikes your fancy. You could even reduce the percentage gain for soldiers other than the captain if lower overall xp is part of the end-game balance.