Co: Experience Overflow
Az0r
Join Date: 2004-09-10 Member: 31570Members
Recently i have been playing a few CO games when im bored/warming up and i have noticed nearly every game (depending on time limit and maxplayers) atleast one person reaches the maximum level for the server and then any kills they achieve after that are wasted (asuming there are no teamate in the vicinity).
My idea is to implement a system similar to the resource system in NS where if your reasources are full (1oo/1oo) any resources given to you are put back into the pool and redistributed to other players. In the case of CO i suggest giving the experience to the lowest/newest joining player so that they arnt stuck on level one with no upgrades.
The only drawback i can see to this is a level one would gain an exceptional amount of experience from a level 10. So i suggest that only a percentage overflows to stop everyone in each team reaching maximum level too quickly.
As always comments/feedback are apreciated
My idea is to implement a system similar to the resource system in NS where if your reasources are full (1oo/1oo) any resources given to you are put back into the pool and redistributed to other players. In the case of CO i suggest giving the experience to the lowest/newest joining player so that they arnt stuck on level one with no upgrades.
The only drawback i can see to this is a level one would gain an exceptional amount of experience from a level 10. So i suggest that only a percentage overflows to stop everyone in each team reaching maximum level too quickly.
As always comments/feedback are apreciated
Comments
to the <a href='http://www.unknownworlds.com/forums/index.php?showforum=5' target='_blank'>correct forum.</a>
except the whole point of calling it "experience" and not "upgrade points" was because you're actually meant to -experience- combat then learn and upgrade. Since Combat is purely designed for 'learning'.
except the whole point of calling it "experience" and not "upgrade points" was because you're actually meant to -experience- combat then learn and upgrade. Since Combat is purely designed for 'learning'. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hard to learn when you're new AND 5 levels behind the rest of the server.
Not saying for or against--just addressing a point.
Which ever the devs think is most balanced. And bahumut as much as CO is ment as an introductory to ns it really doesnt teach anything past the attack your enemy idea.
You should have to earn the experience yourself. Plus, there are plenty of moments in NS when you will be facing marines or aliens a lot better well equipped/evolved than yourself, so it is good to learn how to deal with this. As it is now you get the chance to play against people a lot higher up in level than you, which makes you a better player.
Owning people 5 levels lower than you doesn't help your game as much as the opposite.
VaCC
You should have to earn the experience yourself. Plus, there are plenty of moments in NS when you will be facing marines or aliens a lot better well equipped/evolved than yourself, so it is good to learn how to deal with this. As it is now you get the chance to play against people a lot higher up in level than you, which makes you a better player.
Owning people 5 levels lower than you doesn't help your game as much as the opposite.
VaCC <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But to experience all of the weapons and higher tech (HA/JP) you need experience.
Being level two while JPHMG's are blasting apart onos charges is not fun.
1.(You shouldn't share experience as it defeats the purpose of CO. IE. learning to be a more offensive player)
I personaly feel that co doesnt teach yu anything about ns_ its just an arcade styled slaughter fest that only teaches you to kill your opponent. But i do still feel that people will gain more experience/skill when they join late and are not stuck at level one. Im not suggesting they instantly gain 5 levels or anything but dying 10, 15 even 20 times as a skulk because of a lvl 10 jper with a hmg can really be disheartening.
2.(You should experience it yourself) Again it depends on what you intend to gain from a match of CO. If you feel it will improve your understanding of NS_ then this point has some merits. But already you dont have to do anything to gain experience from your team mates. IE. Camping marine spawn with cloak while your team kills and you leach experience (while i donot support this style of play it some players choose to play like this). You donot have to partake in the killing even to gain experience.
Thanks for keeping this topic civilised and keep the debate flowing.
Also NolSinkler what is the I&S?
1.(You shouldn't share experience as it defeats the purpose of CO. IE. learning to be a more offensive player)
I personaly feel that co doesnt teach yu anything about ns_ its just an arcade styled slaughter fest that only teaches you to kill your opponent. But i do still feel that people will gain more experience/skill when they join late and are not stuck at level one. Im not suggesting they instantly gain 5 levels or anything but dying 10, 15 even 20 times as a skulk because of a lvl 10 jper with a hmg can really be disheartening.
2.(You should experience it yourself) Again it depends on what you intend to gain from a match of CO. If you feel it will improve your understanding of NS_ then this point has some merits. But already you dont have to do anything to gain experience from your team mates. IE. Camping marine spawn with cloak while your team kills and you leach experience (while i donot support this style of play it some players choose to play like this). You donot have to partake in the killing even to gain experience.
Thanks for keeping this topic civilised and keep the debate flowing.
Also NolSinkler what is the I&S? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm sorry mate, I really am, but Natural Selection is Flayra's game, and as far as anyone knows he intended Combat to be purely a place for people to learn the lifeforms and weapons, and how to use them.
It wasn't intended to be a replacement for Classic, only a way to fill up servers then have people vote for classic, and chances are, he's going to want to keep it to it's original purpose. That's beta testing for you, you don't always get what you want, you're trialing the ideas of a developer.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But to experience all of the weapons and higher tech (HA/JP) you need experience.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And in a game of classic, do you not have to progress up the technologies slowly? Do you not have to learn how to use the level 0 light machine gun to kill skulks and lerks?
Not everything is about joining the game late. People have to learn how to play from the start of the game to the end.
And in a game of classic, do you not have to progress up the technologies slowly? Do you not have to learn how to use the level 0 light machine gun to kill skulks and lerks?
Not everything is about joining the game late. People have to learn how to play from the start of the game to the end. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Everyone will still be lvl 0 when they start a new game. Even if they do have a habit of joining games in the middle, at some point they will start a game from the beginning and there you have your vanilla on vanilla action. You can't have the same classic slowness in combat, it's meant to be fast paced intense action; or so people around here keep saying whenever timelimits are mentioned. Combat is essentially a glorified shooting range where people learn how to aim and how each weapon plays, being stuck at a low level is just no fun.
The only real way it'd work would be to learn from the level 10 guys (ie: stand near them and get experience as they kill - get more experience as the difference in levels becomes greater or something)
Still, the whole idea of 'experience' is to differ from 'resources'. Doubtful at best anyone reading the PBD will want to get it in anyway, it's an I&S topic (which probably has been done to death?)
Im of the former school of thought. I use Co to train myself. It's much more convienient to be able to Fade without having to worry about res flow, so i'll fade with 1 ability to practice killing advanced marines with hive 1 fade, or hive 3 skulk or whatever.
/me hugs gazOzz
You win!
I think CO is not just a glorified tutorial, as some have said, but a simpler version of NS without the pressure of the team’s expectations. If you want to teach new people anything abt NS it isn't how to be the best marine/fade/skulk. Because being the best marine isn't going to win you games. Being apart of a team and working together is and that is when you'll have the most fun as well, no matter how horrible your team is.
Encourage this through CO and adapt this suggestion so that if you stick with your lvl 10 buddies you the xp off their kills, which is otherwise wasted. Personally if I get to lvl 10, (which is like never <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), but if I do, I’d like to think that I’m helping my team more than just killing people.
From the lvl 1 player's pov, its also a bonus, as many people hate waiting around for games to end just so they have a fighting chance. These people will still be fighting higher levels than themselves, but gradually (more quicker than norm) will they be able to fight them on the same playing field.
Ultimately if we look on a grander scale, this system rewards the team that is winning. Don't think of this as 'unbalancing the scales', there are many things in the game that reward the winner. ie. (XP goes to all aliens around you.) This is just making the game more of what it first was – 'marines vs. aliens' teamplay
Crow
except the whole point of calling it "experience" and not "upgrade points" was because you're actually meant to -experience- combat then learn and upgrade. Since Combat is purely designed for 'learning'. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hard to learn when you're new AND 5 levels behind the rest of the server.
Not saying for or against--just addressing a point. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
^^
I think this idea has merit! lets take it to I & S !
I think CO is not just a glorified tutorial, as some have said, but a simpler version of NS without the pressure of the team’s expectations. If you want to teach new people anything abt NS it isn't how to be the best marine/fade/skulk. Because being the best marine isn't going to win you games. Being apart of a team and working together is and that is when you'll have the most fun as well, no matter how horrible your team is.
Encourage this through CO and adapt this suggestion so that if you stick with your lvl 10 buddies you the xp off their kills, which is otherwise wasted. Personally if I get to lvl 10, (which is like never <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), but if I do, I’d like to think that I’m helping my team more than just killing people.
From the lvl 1 player's pov, its also a bonus, as many people hate waiting around for games to end just so they have a fighting chance. These people will still be fighting higher levels than themselves, but gradually (more quicker than norm) will they be able to fight them on the same playing field.
Ultimately if we look on a grander scale, this system rewards the team that is winning. Don't think of this as 'unbalancing the scales', there are many things in the game that reward the winner. ie. (XP goes to all aliens around you.) This is just making the game more of what it first was – 'marines vs. aliens' teamplay
Crow <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Crow thats exactly my thinking. That CO only teaches you to be a rambo marine/fade and that to learn to play NS teamplay is required.
except the whole point of calling it "experience" and not "upgrade points" was because you're actually meant to -experience- combat then learn and upgrade. Since Combat is purely designed for 'learning'. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It <b>can</b> be used for learning... but mostly it's just used by Quake and CS players as another Deathmatch style game and never even play any NS maps...
(which ticks me off)