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  1. #11
    Lieutenant Colonel Lauren's Avatar
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    It's not, in fact it's way better then having one unit dealing all the damage while another takes the killing blow and receives a buttload of xp. Even xp distribution has many advantages, specifically when you got unit(s) in your squad that is outleveled but has a much higher rof because of that taking about 50% of the kills, now you could say it's a skill to manually switch targets but it doesn't make any sense in the first place plus if you get a multitude of outleveled units scattered around you can't just switch, the only option here would be creating yet another control group for outleveld units.

  2. #12
    Quote Originally Posted by Lauren View Post
    [COLOR="magenta"]specifically when you got unit(s) in your squad that is outleveled but has a much higher rof because of that taking about 50% of the kills
    Ok, but in an XP-for-damage-system, that means it's also taking a greater share of XP, and there's nothing you can do about it unless you tell it to stop attacking ENTIRELY.

    now you could say it's a skill to manually switch targets but it doesn't make any sense in the first place
    What doesn't make any sense is forcing a ranked unit to not attack anything at all in order to give other units a chance to level up.

    plus if you get a multitude of outleveled units scattered around you can't just switch, the only option here would be creating yet another control group for outleveld units.
    Which you'd have to do with an XP-for-damage system as well if you wanted to prevent these higher damage units from hogging XP.

  3. #13
    Lieutenant Colonel Lauren's Avatar
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    They still only "steal" a portion of the xp and not all of it.

  4. #14
    And if they're fully promoted, you don't want them stealing ANY XP, because it's a complete waste. Distributing XP for the killing blow doesnt have this problem (unless you suck at the game, but according to this community's belief in skill socialism, I guess the concept of being "good" or "bad" at a game doesn't compute with you) :/

  5. #15
    Lieutenant Colonel Golan2781's Avatar
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    Guys, can you please keep this to its separate thread? There's no need to go into misplaced political rhetorics again, most of the points have been discussed already. If you feel that any of that discussion wasn't thorough enough, feel free to add to it at the appropriate place.

    Anyways, back on the topic at hand: I don't see a point in having a numerical popup for XP received. Unlike MOBA games where there are only a few kills per time, RTS can quickly rack up a dozen kills or more per second in regular situations. Having a popup for each would be very distracting.
    Showing actual XP numbers also doesn't match regular feedback from the game. You don't get damage, costs or penalties shown numerically either.

    An easier way to show this would be to have different options for the XP counter. Always on, temporarily visible on receiving XP, always off.
    There might be some use in having the health display toggle expanded so you can define what is shown in either mode. For example, you could customize the system to have XP indicators only shown when XP is received but always on when the toggle command is pressed, and HP always shown no matter what..
    Last edited by Golan2781; 03-04-2012 at 01:01 PM.

  6. #16
    That's an excellent idea.

    It would be fast and convenient to be able to toggle the display between on and off with just a key shortcut. Like pressing "X" on the keyboard make the indicator appears, and disappears if pressed again.

  7. #17
    Captain IonorRea's Avatar
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    I am personaly for health bar without mana and red triangle in it for showing experience.
    Some ability like building foxhole or charging weapon can be showed in such advanced engine by animation instead of another bar which is anyway only supplement for lacking proper animations.

    You can for example make Scud storm where is visible with time counting that new missiles beign added on ramp in clock wise fasion or changing railgun can be visible with increasingly stronger blue glow at end of barrel or glowing capacitators somewhere at turret.
    Last edited by IonorRea; 03-05-2012 at 11:37 PM.
    Imagination is limited only by our knowledge.
    -Ionor Rea
    Generals 2 concept ideas
    http://www.commandandconquer.com/for...l=1#post100583

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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.