Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Requirements for XP Morph

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
11/4/2014 9:56:38 PMEErankAdminAnarchid before revert after revert
Before After
1 One advantage of purely damage based XP -- which is already stipulated by GF as being a requirement -- is that, it seems, such XP is not necessarily a slippery slope thing. 1 One advantage of purely damage based XP -- which is already stipulated by GF as being a requirement -- is that, it seems, such XP is not necessarily a slippery slope thing.
2 \n 2 \n
3 Consider a situation when one player uses heavy, highly survivable units that are unable to be killed by their enemies. As such, it would slide the game towards this player, and old-style mostly kill-based XP would only slipperize this further by allowing those heavies to mutate into deadlier forms. 3 Consider a situation when one player uses heavy, highly survivable units that are unable to be killed by their enemies. As such, it would slide the game towards this player, and old-style mostly kill-based XP would only slipperize this further by allowing those heavies to mutate into deadlier forms.
4 \n 4 \n
5 Damage-based XP, however, would be awarded in almost equal quantity to surviving heavies and surviving opponents of those heavies, giving the attrition-taking player a reward for even those engagements that briefly miss their chance to kill a retreating heavy. 5 Damage-based XP, however, would be awarded in almost equal quantity to surviving heavies and surviving opponents of those heavies, giving the attrition-taking player a reward for even those engagements that briefly miss their chance to kill a retreating heavy.
6 \n
7 In turn, that seems to create at least as much comeback mechanism as it does slippery slope; and possibly, more comeback than slip.