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9,581 Posts in 1,080 Topics by 3,133 Members
Latest Member: Einherjar
Poll
Question: Should Experience Points (XP) not be awarded for victories in Combat?  By winning in combat, the player is entitled to salvage/loot, but not XP.
Sounds Good - 16 (23.2%)
Yes, but there needs to be some consideration for special circumstances, such as fighting at great odds. - 10 (14.5%)
I like to test it first before deciding. - 38 (55.1%)
No way - 5 (7.2%)
Total Voters: 69

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Author Topic: Combat Provides No XP, Only Salvage/Loot  (Read 9448 times)
Hamilton
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« on: February 25, 2008, 03:02:27 PM »

I am posting this poll to get a general opinion about providing experience points (XP), actually character points, in the manner that keeps with the spirit of the HERO System.  That is points are awarded by sessions played (with the tabletop, book version), of course that is kind of difficult (but not impossible) to figure out how to do for a MMO.  XP is never (well depends on the GM) provided for the number of kills, victories or fights by the HERO System. 

This is a departure from the norm with MMO's and of other RPG's (such as with Dungeons and Dragons).  However, winning in combat does provide salvage and loot, so there is still an award system in place for possible character advancement.
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Hamilton
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« Reply #1 on: February 25, 2008, 03:18:16 PM »

I voted on trying it.  But the question i have is this.

If it goes by session played, what will the factors be to decide how much XP you get in the session.  Will it be something like:

time played = X amount of xp
missions = X amount of XP
kills = X amount of XP
time played xp + missions xp + kills xp = session played xp

Just wondering how you guys have it in your heads right now for the system
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Hamilton
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« Reply #2 on: February 25, 2008, 09:17:33 PM »

Basically to minimize the amount of mind numbing grinding of xp.  Although no matter what, there will always be a form of grinding. 

And to find balance between those players who can spend a lot of time, compared to those that cannot.  That may be too difficult to do and thus just simply pick a side.
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Hamilton
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Artefakt
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« Reply #3 on: February 25, 2008, 09:52:38 PM »



The idea in itself isn't bad, but I think it would be very difficult to implement and there would be much complaining i'm afraid from, as you mentioned, players who may have less time to spend on the game. 

Maybe some kind of system where the character improvement is calculated in skills.  You are rewarded new skills for accomplishing certain actions more often in combat, using certain types of mech parts over time etc. 
For example, your used missile type A 130 times, hence you gain target locking as a new ability with this type of missile. 

As for the mech system, I don't know how you plan to work it, but I would like to see LOTS of customization possible.  Like unique parts as rewards when you accomplish certain objectives.  A nice way to make it varied, would be to make the reward's stats and looks non static but of equal value, if that makes any sense Tongue

So in a way, your character would develop differently depending on what kind of mech he uses and gain different skills depending on the parts he chose to build it with. 

This way, no xp, but still character advancement based directly on how you decide to build your mech and how you use it. 

So, those are just a few ideas I got right now, I admit I haven't done my homework and read enough on the forums yet to be familiar enough with the game to make such suggestions, but I hope it helps!

Please excuse my not always perfect english as my native tongue is french.



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SS2Maximilian
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« Reply #4 on: February 26, 2008, 02:25:13 AM »

I believe it will be wise to test this first. However, I think it will be better that combat should do give XP. Why? Simply because FoA is not supposed to be the super grinding game, you can get XP from other stuff but I think it will be good if you get XP from combat too, like most MMOs out there.
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Kellzz
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« Reply #5 on: February 26, 2008, 06:18:47 AM »

I feel that you cant have both.
It must be one or the other. However, it does need to be tested to see how the players respond to it.

It might be buried somewhere, but as far as the character point system goes (that is if you are allowed to reveal this much about it) it sounds like you grind through the points, and when you get X points, you can put that toward a skill. instead of leveling up, you choose where the point(s) go.
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Burninator
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« Reply #6 on: February 26, 2008, 03:36:22 PM »

I'm 100% with the idea of testing it first. However, I must refer back to my post in the character improvement thread. I think you'll see that my suggestions would address this issue. Combat related skills should like all skills would be based on how often the skill is used by the player.
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RabidSpork
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« Reply #7 on: February 29, 2008, 12:14:04 AM »

I'm personally leaning towards yes on loot only. . .  though the thought of gaining exp by slaughtering lower level people is tempting  Grin
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Burninator
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« Reply #8 on: February 29, 2008, 11:51:30 AM »

Thinking more about it, I'd have to say yes to loot. Not in the form of currency but modules. I think with every salvage there should be a percent chance of retrieving intact modules for reverse engineering. I think that percentage should depend on your salvaging skill. I also think which parts you find intact should be based on your salvaging skill and the quality of your salvaging rig. A character with a good salvaging skill and high quality rig should have a better chance of retrieving say lightly damaged chassis sections. Where as a character with a lower level of salvaging skill and lower quality rig would usually only get highly damaged peripheral modules. I also think the damage level of the retrieved mech chassis section or module should effect the engineer's reverse engineering chance.
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Dethbert
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« Reply #9 on: February 29, 2008, 01:41:20 PM »

lol.  Darnit, I probably shouldn't have voted yet.

I voted "Sounds good", but now that I think about it, I'm still trolling the forum trying to figure out how the game works.  I voted for a lack of XP on combat wins because I was thinking of how World War II Online functions.  You get some rank points for each kill, but really, the point of the combat is to gain territory and ultimately be able to capture the enemy Choke Point.  Basically, WW2Online is an MMOFPS game of capture the flag.  I liked that, the reward for winning was gaining position and capturing the flag -- the flag was the prize, and the couple of rank points you got for a few kills was secondary.

If defeating the enemy is the means to the real prize, then to emphasize the "real prize" you shouldn't get XP for the kill, or it should be nominal.  Getting loot for a kill should be consistent to cover your expenses for the fight.

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Kellzz
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« Reply #10 on: March 01, 2008, 06:00:39 AM »

Well look at EVE. PvP involves no monetary rewards (other than bounties) but you do get to loot the wrecks of the ship you destroyed.
Grinding in EVE is mainly ISK grinding, ratting/missions/etc.
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RabidSpork
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« Reply #11 on: March 01, 2008, 10:15:58 AM »

Well look at EVE. PvP involves no monetary rewards (other than bounties) but you do get to loot the wrecks of the ship you destroyed.
Grinding in EVE is mainly ISK grinding, ratting/missions/etc.

Yep, tbh I love that system. In fact if you can get lucky and catch people with faction gear while pvping you can sell them and stay afloat with out having to grind through missions/ratting Smiley
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Burninator
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« Reply #12 on: March 01, 2008, 03:14:47 PM »

Agreed, I think EVE's looting/salvaging system would port well to FoA. The only thing I'd change really is that in EVE no matter your salvage skill level, you will never salvage a ship in good enough condition to study it for reverse engineering. I'd like to see that possible for mech chassis and vehicle sections.
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RabidSpork
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« Reply #13 on: March 01, 2008, 07:51:51 PM »

So you're saying if your salv skills are high enough you could take a mech that had little damage done to it and create some type of blueprint from it so you can make others like it?
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Burninator
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« Reply #14 on: March 01, 2008, 11:26:07 PM »

I wouldn't go as far as an entire mech chassis. Just sections ie: Legs, Torso, Arms, Head/Top, etc. Then engineer new custom mechs using the reverse engineered parts.
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