The experience factor

i think it would be a good idea that the damage each shot in battle is less randomized and very slightly more powerfull with each experience level. so that for example a ship that deals inbetween 1-15 damage with one shot deals 3-13 damage at a higher level and on average deals a litle more damage then its lv 0 counterpart. This would cause more experienced crews to be less vulnrable to the dice making it more probably they will win battles that they are statistically supposed to win.
13,114 views 8 replies
Reply #1 Top
Hm, experienced ships allready get more hitpoints and thus are stronger and harder to destroy - allowing them to do more damage on top of that would give experienced ships to much of an advantage in my opinion.
Reply #2 Top
Ships gain hit points with experience which has the effect you are looking for I think.

I read a game story where a ship had gotten up to 100+ hit points if I recall correctly
Reply #3 Top
Lets consider the following scenarios:

Ship A is a small fighter with 16 healthpoints. He has level 4 defences* and level 2 attack. He is level 0.

Ship B is a large frigate with 40 something hitpoints. He has 5 attack and 1 defence. He is level 0

Ship B will allways win in that scenario.

However if Ship A were a level 2 ship it would have some 28 hitpoints, Giving it the staying power to whittle down Ship B. Ship A will emerge battered and bruised but because of those extra 12 hitpoints granted by those levels, He is going to win alot more often.


Also, If you give a seasoned hunter a shotgun and you tell him to fire at pointblank range, He will allways hit.

An untrained idiot doing the same thing will also allways hit.

Levels have no impact on accuracy or damage from weapons.

* For the purposes of this demonstration we will assume they are all using the same types of damage/defence.
Reply #4 Top
ROFLMAO at the point blank comment.
Reply #5 Top
Yeah, but the experience of a hunter does not give him more staying power against bullets, so I am not sure I see why you think it is relevant here if you are not also saying experience should give no extra hitpoints. Basically, realism is not the issue here, but gameplay. It is easier to hold one thing constant and only have one thing change based on experience when you want to balance things--you choose either HP or damage. The devs chose HP (as they did in the 1st game). As such, it should stay with only HP. The devs made the right call here; the only possible issue would be how many HP per experience level for each hull type, but the devs seem pretty happy with the current balance, so I will presume it is OK until I see otherwise.
Reply #6 Top
hmm.. let us take a look at it;

weapon 4 vs armor 4 -->

lvl 0: roll of 0-4 damage VS 0-4 armor; damage would be done 50% of the time (when damage roll is higher than armor roll), and 0-4 damage would be done

lvl 4: damage of 2 VS 0-4 armor; damage would be also done 50% of the time, and damage of 0-2 would be done...

and if armor would be "enhanced" by thism it would be 2vs2 and damage would never be done, so calculate some more...
Reply #7 Top
there is any experience bar so you know when ur ship is near to the next level of experience (as in a lot of RPG)?
Reply #8 Top



there is any experience bar so you know when ur ship is near to the next level of experience (as in a lot of RPG)?


Yep! When you click on a ship the U.I will display all of the major ship statistics, Including experience.

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Yeah, but the experience of a hunter does not give him more staying power against bullets


Well there are two ways of looking at that one

A. Its metaphor and should not be taken literally

B. The higher level hunter wore a flak jacket.

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hmm.. let us take a look at it;

weapon 4 vs armor 4 -->

lvl 0: roll of 0-4 damage VS 0-4 armor; damage would be done 50% of the time (when damage roll is higher than armor roll), and 0-4 damage would be done

lvl 4: damage of 2 VS 0-4 armor; damage would be also done 50% of the time, and damage of 0-2 would be done...

and if armor would be "enhanced" by thism it would be 2vs2 and damage would never be done, so calculate some more...



Dude, Trust me:

The reason why Stardock have set up experience to only affect health points is becasue:

A. Ships with higher hitpoints dont need the extra firepower to cream low level ships

B. If weapons leveled up too, Your crappy tiny ship with a few guns on it manages to reach level 9 and can take on entire battlefleets by itself.

I invite you to contemplate the problem from both sides.