Scout Archive

Thread: Scout XP Suggestions to Developers

WatchingOne
Wed Jul 23, 2003 3:09 pm
#14

Yeah, I don't see any way of setting up 'Exploring Exp' that doesn't hit two walls.

1) Exploitation. You think it's bad now having 'citified' master scouts? Those exact same people will take great advantage of the 'easy' exp gain and while you're out actually exploring, they'll just be running laps somewhere.

2) Future development. If you restrict exp gain to 'new areas' only, then you have a gate somewhere down the road when you've explored everything there is to explore. In real-life, this is rarely a problem - but man-made worlds will always have this kind of restriction. E&B tried something very similar and the last I heard, they had a number of people who could no longer advance, but needed a team of developers doing nothing but coding new areas just for them.

I much prefer the idea of gaining experience 'bonuses' for being out of town. The longer you're out of town, the higher your bonus can go - that nightspider's worth 50 scouting exp now, but your bonus multiplies all exp gained... (Nice to tie in camp exp to this as well.) Also make the city timer tie in to certain of our abilities. Our more powerful ones should be negatively impacted by time spent 'in town'.
Malborka
Thu Jul 24, 2003 8:36 am
#15

nset,


The only thing about the "scouting xp for crafting scouting related items" idea that I see is that, if I'm thinking realistically, then I see camp-making as qualifying, but trap-making I think should add to trapping xp instead. The concept I see is that as you are sitting there making lots and lots of traps, revelations occur that allow you to come up with slight deviations from the basic design in order to utilize them more effectively. These revelations would affect your trapping more than any kind of hunting, exploring, or wilderness survival (the other three trees), so they shouldn't give you xp's in those other three trees either.


I kind of agree with the "wilderness survival in other people's camps" idea though. I mean it's not like they are catering to you and you're just sitting back. But then again, I don't know that it's something that any developers are going to see as that big a deal either....


Malborka,


Aspiring Ranger/Rifleman, Talus/Endor, Tarquinas Server

Malborka
Thu Jul 24, 2003 10:29 am
#16

nset,


A furtherance of the crafting scouting items idea...


They could implement a Wilderness Crafting Tool...or Survival Crafting Tool...or somesuch, and that's what we'd use to craft camps and traps (with the appropriate XP going toward each of those respective skills).


Malborka

nset
Thu Jul 24, 2003 10:47 am
#17

Malborka-



A dedicated scout crafting tool is a good idea, and maybe you're right about crafting traps going into trapping XP. I was also thinking that maybe you should get a Wilderness XP bonus for scouting farther away from cities. It's sort of bogus to get Wilderness XP for camping right outside of a no build zone next to everyone's houses and harvesters, lol.



nset

Malborka
Thu Jul 24, 2003 10:55 am
#18

Yeah, I agree that perhaps, based on the Exploration XP per "meter"-age idea listed above, the "per meter" XP award could be higher based on how far you are away from civilization, you know?


That would really give scouts/rangers incentive to travel to places like Endor and Lok, where there's only one or two civilized areas, making the rest of the planet "away from civilization", thus worth a lot of XP's.


Malborka


Aspiring Ranger/Rifleman, Talus/Endor, Tarquinas Server

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