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Post Alternate forms of Experience
The proposal is to have several new ways of earning experience besides killing things and doing missions, particularly non-combat ways of gaining levels.

Exploring

Each character gains 5 XP for each new galaxy that he explores. Exploring a galaxy that no other player has explored that uni gives 20XP. This includes DG's.

Capping

Each character keeps track of which hulls he has capped. Give a certain amount of XP each time a new hull type is capped. (500XP?)

Trading

Add XP to all existing trading missions. Create a bunch of new trading missions that give money + XP. (This is already in for next uni.)

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Tue Feb 12, 2013 2:22 am
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Post Re: Alternate forms of Experience
Yes, I like all the suggestions in this proposal.


Wed Feb 27, 2013 6:35 am
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Post Re: Alternate forms of Experience
JeffL wrote:
The proposal is to have several new ways of earning experience besides killing things and doing missions, particularly non-combat ways of gaining levels.

Exploring

Each character gains 5 XP for each new galaxy that he explores. Exploring a galaxy that no other player has explored that uni gives 20XP. This includes DG's.

Possibly more XP for higher DF as well. 20 XP is not much compared to 50+ you will generally get from a single DG AI of decent level.

Capping

Each character keeps track of which hulls he has capped. Give a certain amount of XP each time a new hull type is capped. (500XP?)

Trading

Add XP to all existing trading missions. Create a bunch of new trading missions that give money + XP. (This is already in for next uni.)
Make some of these repeatable once a week instead of once a uni so there is always something for merchants to do.

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Wed Feb 27, 2013 10:07 am
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Post Re: Alternate forms of Experience
No to the exploring of unknown galaxies/DGs. - seems a bit strange you'd get exp just for warping into galaxy? - certainly mindless at top levels aswell, too.

Just implement it for newer players in the nexus, or have an introduction mission to the paxius missions for exploration.

Timmeh

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Wed Feb 27, 2013 3:50 pm
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Post Re: Alternate forms of Experience
Not sure if this is possible, but you could also add a system where if you're manually trading (ie from station to station), you get 5 xp + %profit xp. This would influence newer players to experiment with ai stations and such.

To prevent exploits, this will not be available if resources are bought/sold from player stations.

Also it would be cool if mining asteroids gave 5xp per asteroid or something.

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Wed Feb 27, 2013 6:07 pm
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Post Re: Alternate forms of Experience
warfighter67 wrote:
Not sure if this is possible, but you could also add a system where if you're manually trading (ie from station to station), you get 5 xp + %profit xp. This would influence newer players to experiment with ai stations and such.

To prevent exploits, this will not be available if resources are bought/sold from player stations.

Also it would be cool if mining asteroids gave 5xp per asteroid or something.


I like this. Also like the new trading missions that were implemented with last unit reset.


Wed Feb 27, 2013 7:14 pm
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Post Re: Alternate forms of Experience
If xp is awarded for exploring you could vary the xp depending on df of explored area versus char level for example

level 1k explores w1 space gets very little xp but would get decent xp for df 300+ areas

a levle 100 player explores w1 space and gets good xp but would get very good xp for the df 300+ ( this would reward risk taking by low levels)

Maybe a big bonus xp is awarded after fully exploring an area where clear boundaries exist, like w3 west ef space or fully exploring an area?

It should be setup so that getting an hq map or using your shared map doesnt count?


Wed Feb 27, 2013 9:15 pm
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Post Re: Alternate forms of Experience
these all seem to be one-off grindfests. You do meanial tasks once and then never again.

I think that the exploration one definitely should be fit to the same xp curve as killing enemies, not a flat amount. Perhaps warp 0 at level 20, warp 1 level 100, warp 2 level 200, warp 3 level 500, and warp 4 level 1k, with jux like gals giving whatever their highest endpoint is. Or scaled by DF, whatever. Makes it not just free levels for high level peoples and worthwhile to go out and explore for lower levels.

The capping one is a neat idea for a bonus. Perhaps instead of something like 500xp make it +500% xp for first time capping a hull and +5% xp for capping (or radexing!) a hull you've already capped.

As for the trading missions, sounds great, except as far as i know they arent repeatable. Make em repeatable and its a wonderful idea.

My main point is that you need to make renewable alternative sources of xp that scale with your level.

Perhaps an arena where XP can be wagered somehow. XP for building or maintaining bases. XP for high scores in leveled brackets in time trials in Micron. Xp canisters that can be mined from asteroids randomly, perhaps only dropping for players, not slaves. XP for participating on wiki >_> Theres already xp tithe for maintaining a good team. XP for mentoring newly subscribed players based on some metric that shows you were instrumental in their desire for subscription and renewals. XP for submitting bugs. lots of options.

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Sun Mar 03, 2013 11:08 pm
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Post Re: Alternate forms of Experience
All I saw was this.

Quote:
XP for participating on wiki


On a serious note, exploration is a theme that is featured heavily in the game advertisements and by the administration, yet TRUE exploration is pathetic, boring, and stupid.

You get no experience, no benefit, no income, and every team explores about 3000 galaxies each universe. And you wonder why people burn out. That shit get fucking annoying.


Mon Mar 04, 2013 1:47 am
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Post Re: Alternate forms of Experience
Love it all, alternatives are always welcome. Just...Be careful with the capping, mining, all that crap. We all know how this will go if it's not balanced right, first.


Mon Mar 04, 2013 8:25 am
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Post Re: Alternate forms of Experience
On the exploration side of things, how about something along the lines of DF * (1+(your level/750)) for calculating how much exp you'd recieve? Juxta/Concourse/Subspace counts as DF375 for the purpose of calculation.

That means, for exploring a DF375 system at my level, I would recieve exp equivalent to killing a level 1093 AI. Meanwhile, a level 2500 player exploring the same system would recieve exp equivalent to killing a level 1625 AI. This way, it scales the exp based on your level vs. the danger factor of the system. To recieve exp, you must not have the system mapped, and to prevent losing out on bonus exp from docking at a team HQ, add a button to station UI in team HQ stations that allows you to load map data from it.

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Tue Mar 05, 2013 5:27 am
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Post Re: Alternate forms of Experience
Concur with all these suggestions.


Tue Mar 05, 2013 12:05 pm
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Post Re: Alternate forms of Experience
I really think that a small fixed amount of XP makes the most sense. If you scale it somehow by the ratio of character level to the DF, then you can get weird things like a high level ShM escorting a lower level through high DF to "power level". I really think that in this case, simpler is better.

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Wed Mar 06, 2013 11:12 pm
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Post Re: Alternate forms of Experience
Would be cool if we got xp for getting a certain amount of team xp?

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Mon Mar 11, 2013 4:29 am
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Post Re: Alternate forms of Experience
redalert150 wrote:
Would be cool if we got xp for getting a certain amount of team xp?

I like this. Only a very small amount though.. nothing to brag about. Maybe tie it in to how much team score you contribute to the team as well, so people who have more bases / trade slaves will get more experience because they're helping expand the team more than someone who's just in the team with no bases or slaves.

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