Forums » Suggestions
A crazy(?) proposal - xp for credits
In response to this post, and this thread:
We have those that feel the prospect of earning credits isn't exciting, and those that are opposed to grinding for xp. What about allowing the purchase of experience points for fixed sums of credits up to license 10? 1,000 xp in any category for 1 million credits, at the capitol of the player's own nation.
We have those that feel the prospect of earning credits isn't exciting, and those that are opposed to grinding for xp. What about allowing the purchase of experience points for fixed sums of credits up to license 10? 1,000 xp in any category for 1 million credits, at the capitol of the player's own nation.
Not feasible for newbies at such a price, no point.
I like the concept; why not do it with missions?
"Flight Combat School," "Merchant School," etc. require license level 1 for their category and 200,000 credits. After completing some tests and receiving helpful tips (i.e. defeat two tycorps, sell this load of cargo for a minimum of X profit), bump the player up to combat 3. Proceed to "Flight Combat Academy," then "Advanced Academy," awarding combat 5 and 8 upon completion, respectively. Or something of the sort.
Have the PCC write up some scripts and let the devs modify, approve, and implement them, if the devs can't write them themselves.
I like the concept; why not do it with missions?
"Flight Combat School," "Merchant School," etc. require license level 1 for their category and 200,000 credits. After completing some tests and receiving helpful tips (i.e. defeat two tycorps, sell this load of cargo for a minimum of X profit), bump the player up to combat 3. Proceed to "Flight Combat Academy," then "Advanced Academy," awarding combat 5 and 8 upon completion, respectively. Or something of the sort.
Have the PCC write up some scripts and let the devs modify, approve, and implement them, if the devs can't write them themselves.
at 1,000 credit per xp, this is not really practical. level 10 is 229,629xp. that would be over 200 million credits for a single category. most of a billion credits for level 10 in all 5 categories.
from level 0 to level 1 is only 1,000xp. even so, 1 million credits to save the 6 min to do the test mission is a bit steep, and I say this despite my complete contempt for the basic flight test mission.
as a credit sink, this is a great idea. but at that rate, it is too big a sink. I am for the idea. some people have a lot of trouble gaining combat levels, but do not mind trading. buying your way to combat 4 might be a good idea, at the right price.
I personally would be likely to drop 100k to go from level 0 to level 1 combat, just because i despise the flight test mission. in some cases i might even consider buying my way into a corvus moth.
I would support 100 credits per xp. 1,000 per xp is just throwing credits at the solar wind.
from level 0 to level 1 is only 1,000xp. even so, 1 million credits to save the 6 min to do the test mission is a bit steep, and I say this despite my complete contempt for the basic flight test mission.
as a credit sink, this is a great idea. but at that rate, it is too big a sink. I am for the idea. some people have a lot of trouble gaining combat levels, but do not mind trading. buying your way to combat 4 might be a good idea, at the right price.
I personally would be likely to drop 100k to go from level 0 to level 1 combat, just because i despise the flight test mission. in some cases i might even consider buying my way into a corvus moth.
I would support 100 credits per xp. 1,000 per xp is just throwing credits at the solar wind.
One of my all time favourite games (Daggerfall) stated in the manual (yeah, its that old it came with a 1/2" thick manual) "It never made sense to us that to get better at picking locks, you go out and kill trolls".
This was referencing the fact that in most RPG's of the time (and most current ones too), all stat/skill increases were tied to a single xp total. VO avoids this completely... unless we can buy XP.
Why the hell would my combat get better because I got rich from trading? As it stands, its pretty hard to gain licenses in a skill you don't use. Sure, I could grind denteks for hours on end in combat practice to get my combat up, or I could get good, and fight more threatening bots for more combat XP.
I feel this is a terrible idea. I like that we have to earn our licenses by doing what the license represents, not by "gaming" a system in the back-ground...
I would never want to see...
Player A "Hey, what're you up to?"
Player B "Just doing trade missions to boost my combat license... you?"
Player a "Yeah, same. Trading weapons to get my Mining up so I can buy a better beam"
I rarely weigh in on these suggestions, but this one to me seems monumentaly bad.
Faille.
This was referencing the fact that in most RPG's of the time (and most current ones too), all stat/skill increases were tied to a single xp total. VO avoids this completely... unless we can buy XP.
Why the hell would my combat get better because I got rich from trading? As it stands, its pretty hard to gain licenses in a skill you don't use. Sure, I could grind denteks for hours on end in combat practice to get my combat up, or I could get good, and fight more threatening bots for more combat XP.
I feel this is a terrible idea. I like that we have to earn our licenses by doing what the license represents, not by "gaming" a system in the back-ground...
I would never want to see...
Player A "Hey, what're you up to?"
Player B "Just doing trade missions to boost my combat license... you?"
Player a "Yeah, same. Trading weapons to get my Mining up so I can buy a better beam"
I rarely weigh in on these suggestions, but this one to me seems monumentaly bad.
Faille.
An interesting point Faille. As a long time player of ultima online, I know what you are talking about. uo has a skill system, and in ou, if you want to get good at using a sword, you go and use a sword. go figure!
but, even in uo, you can buy low level skill, and they call it training. you can "train" to about %30 to %40 percent in a skill relatively cheap, by having a skilled npc train you.
why does a trader need combat 4, or a combat pilot need trade 4? to buy a fast charge power cell of course! and why does a fast charge power cell require 4/-/-/4/-? to make you grind to get it! why else?
personally, at even 100cr per xp, i just don't see people purchasing high levels in mass. it could be useful to skip some low levels for your alt, if your main finances it. this would be perfect for me, mainly for skipping to combat 1. but otherwise, i don't think even i would use it that much.
I am for it, but unless other players line up to say they would actually use it, i am not sure it is worth the development time.
but, even in uo, you can buy low level skill, and they call it training. you can "train" to about %30 to %40 percent in a skill relatively cheap, by having a skilled npc train you.
why does a trader need combat 4, or a combat pilot need trade 4? to buy a fast charge power cell of course! and why does a fast charge power cell require 4/-/-/4/-? to make you grind to get it! why else?
personally, at even 100cr per xp, i just don't see people purchasing high levels in mass. it could be useful to skip some low levels for your alt, if your main finances it. this would be perfect for me, mainly for skipping to combat 1. but otherwise, i don't think even i would use it that much.
I am for it, but unless other players line up to say they would actually use it, i am not sure it is worth the development time.
Faille: Hence my idea of academy missions. There is learning involved, as well as practicing the specific skill for the license, plus a credit sink.
The current system seems fine to me .... If it aint broke dont fix it
If you want good mining equipment mine a lot
if you want good guns shoot stuff
If you want good mining equipment mine a lot
if you want good guns shoot stuff
If XP were purchasable for credits, I would adopt guild policy that all new members get level 10/10/10/10 characters, so that would be a real easy sell to get people into the guild.
Not necessarily the best thing though, no trial by fire makes less good applicants, but it makes more and more people would stick with the game if you cut to exactly what they want.
The simple fact is, if these missions existed, it would work for some people that just want to come in and pewpewpew, but it would RUIN the learning experience for everybody else.
It's too much.
All i'm saying in my other thread is that the license system gives the wrong impression, and really doesn't have a huge impact on the game. Yes, sure, you might use it to help you design a vision of how a player might start learning the game, but such a vision is rarely followed to the letter, that's not the idea behind a sandbox MMO. So in cases where it isn't followed, we should take away the repetitive gameplay that gets in the way.
Not necessarily the best thing though, no trial by fire makes less good applicants, but it makes more and more people would stick with the game if you cut to exactly what they want.
The simple fact is, if these missions existed, it would work for some people that just want to come in and pewpewpew, but it would RUIN the learning experience for everybody else.
It's too much.
All i'm saying in my other thread is that the license system gives the wrong impression, and really doesn't have a huge impact on the game. Yes, sure, you might use it to help you design a vision of how a player might start learning the game, but such a vision is rarely followed to the letter, that's not the idea behind a sandbox MMO. So in cases where it isn't followed, we should take away the repetitive gameplay that gets in the way.
I have been playing a lot of other game and evaluating many of the different types of methods they use for xp,credits, gold etc.
I have to say I don't really like the idea of trading credits for experience so much.
As the other poster mentioned hauling freight should not get you levels for using combat ships / weapons
Additionally I think the tech tree should be more like World Of Tanks in some fashion as well.
If you have experience levels in a bus why should you know have experience in a warthog
The experience levels should be per ship type and not across the board.
Also it xp should be slower and take longer to hit the goal
I have to say I don't really like the idea of trading credits for experience so much.
As the other poster mentioned hauling freight should not get you levels for using combat ships / weapons
Additionally I think the tech tree should be more like World Of Tanks in some fashion as well.
If you have experience levels in a bus why should you know have experience in a warthog
The experience levels should be per ship type and not across the board.
Also it xp should be slower and take longer to hit the goal
-1 OP
-1 Captain86
-1 Captain86
I disagree with the OP, but the idea of defining others expenses for credits is still good. I've mentioned from time to time defining a "death fine" that's based on multiples of a person's sum of skill levels. Sadly, even this could be gamed in a sense if a person only focused entirely on a single skill. I am however partial to the Skyrim way of doing things in that if you use a skill for any purpose, you gain XP in it.