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Unread 12 Jul 2010, 22:41   #1
Tiamat101
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Xp and how to make it usefull

So i've seen alot of threads recently talking about ways to make Xp have actual ingame effects, such as trading it for resources/ships/constructions/research etc...
So why not create a market type thing. Where you can trade Xp for exactally that. Resources maybe like 1k xp gives you 100k of each resources and can scale up from there. The more xp you spend the more you should get.

Another thing would be to create Xp rewards ie if you get 5k exp you gain 25 of each asteroid or what ever it just seems kinda pointless to have a score and value. And have some things check score and some check value.

Suggestions ideas what ever but find away to make xp mean more than just 60 score.
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Unread 13 Jul 2010, 08:39   #2
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Re: Xp and how to make it usefull

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Originally Posted by Tiamat101 View Post
So why not create a market type thing. Where you can trade Xp for exactally that. Resources maybe like 1k xp gives you 100k of each resources and can scale up from there. The more xp you spend the more you should get.
i agree
and i made a list of some possible rewards for trading in xp (ofc value will be score with that concept and xp only counts as currency)

1K XP 100k each ressource or 500 research points or 250 construction points or 2 each roid or +2 alert or security

5K XP 1 million each res or 5000 research points or 2500 construction points or 20 each roid or +20 alert or security or change gov (limited to 1 time a round)

10K XP 3 million each res or 15000 research points or 7500 construction points
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Unread 13 Jul 2010, 10:17   #3
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Re: Xp and how to make it usefull

Given that such a system is implemented, would you propose that XP still gives 60 score or whatever?
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Unread 13 Jul 2010, 10:33   #4
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Re: Xp and how to make it usefull

Kinda fear high XP lands start of the round will become more and more important if this is implemented...
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Unread 13 Jul 2010, 10:37   #5
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Re: Xp and how to make it usefull

Why is that bad?
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Unread 13 Jul 2010, 11:46   #6
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Re: Xp and how to make it usefull

Yes it would mean that xp lands at the start of the round are going to require more attention, And yes xp should still add 60 score. So at some point you will need to decide when its worth the score or the value.

It will add another factor because then people can spam trade in xp for resources. So it should be like a 12tick wait between when you exchange and when you get it. Like an ally fund donation.
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Unread 13 Jul 2010, 12:05   #7
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Re: Xp and how to make it usefull

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Originally Posted by HellKicker View Post
Given that such a system is implemented, would you propose that XP still gives 60 score or whatever?
i would completely remove score and have only value

and xp just be a currency

getting new xp shouldnt be harder just because you have some xp safed allready, which would be the case if we keep the value and score seperation

in short

remove score!

have metal, crystal,eonium, value, xp
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Unread 13 Jul 2010, 13:42   #8
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Re: Xp and how to make it usefull

I'd just convert it at, say, 40% of what it's worth as score into value.
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Unread 13 Jul 2010, 16:52   #9
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Re: Xp and how to make it usefull

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Originally Posted by JonnyBGood View Post
I'd just convert it at, say, 40% of what it's worth as score into value.
or that, but remove score = value + xp please
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Unread 13 Jul 2010, 18:38   #10
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Re: Xp and how to make it usefull

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or that, but remove score = value + xp please
Well, no, that'd mean you'd convert it into value every time as soon as possible (although something new might emerge with bash limits). I want it to be a choice.
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