Experience System

Experience System

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Experience System

Post by Lippy »

Hi
Just made the move from OTA to spring and am absolutely loving it. However, when i play games, i tend to like to know the game inside out; and what I can't figure out is how the experience system works. I've searched the site, but can't seem to find any information on it.

Has anyone got any insight on it, maybe even an algorithm?

Thanks
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

some more knowledgable players will hopefully fill you in but as far as I know, experience affects health, rate of fire and accuracy, though not in extreme amounts.
FuzionMonkey
Posts: 80
Joined: 15 Apr 2006, 18:35

Post by FuzionMonkey »

Yeah, I think it affects health and stuff.

Does it make them more powerfull?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

fuzion, spring is open source. Which means you can just look that sort of stuff up in the source code.

:)

and yes, it makes them more powerful in many aspects.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

smoth wrote:fuzion, spring is open source. Which means you can just look that sort of stuff up in the source code.

:)

and yes, it makes them more powerful in many aspects.
I think it would be best to assume that people are not familiar enough with C++ to do that, until given a reason to assume otherwise.

Heck, I've tried to teach myself C++, gotten most of the way through a book on it, but my reaction upon looking at the source code is generally "wjat?"
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

More XP = More HP, Accuraccy, slightly improved rate of fire, a tiny bit of damage increase and other stuff I never felt the effect of =P.

XP gain is calculated by the attacking unit's cost and the victim's cost.

So a unit that costs 1 attacks another that costs 10000 gains HUGE XP while vice versa would result in pretty much ZERO xp.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

I understand all this about XP gives you more HP, accuracy etc..... I just want to know what the number means: for example what does 0.1 mean 0.2 mean etc...
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

How close to the levels it is, as in level 1.00, 2.00 and so on
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Snipawolf wrote:How close to the levels it is, as in level 1.00, 2.00 and so on
No offence to you snipa, but Duuh.
I think he meant what difference 1.00 exp makes, how muck increase in various attributes.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Hm, how about having the experience boni mod-configurable?
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

1.10 EXP = 110% HP & damage?
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Cheesecan wrote:1.10 EXP = 110% HP & damage?
Definitely not, I've had units with over 3.00 exp before, I would've noticed that much. =P
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

HP gain maxes out around 170% of original. So a unit that started with 100 hp can eventually get up to 170hp, but no more.

I figure the other bonuses follow a similar curve.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

due to it being a logarithmic, e^x and all that crap (hey i had enough maths now, A2 finished)
increase in XP initially gives a fair chunk more health, but slowly the health/XP falls until it is about 1 HP or so i think, coms can keep on getting health but its so little once you pass ~8 XP
and IIRC
XP= HP, Rate of Fire, Accuracy and nothing else
hammydude
Posts: 49
Joined: 26 Jun 2006, 20:59

Post by hammydude »

that would be sweet if you had a mass of pewees kill a krog, the pewee that fired the last shot would be on like xp level 100, ultra pewee!

Yeah i know it is impossible, each shot they gain experience, not by the kill like in orignial TA. oh well...
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I liked by kill, once a buzzsaw had 25 it got like uber accurate :P

veteran levels make differences (if anyone uses em)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

exp is quite cool.

a rank marker instead of the white bar.. :shock:
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I prefer the per-damage experience, makes sure all of your units can level, not just the one with the weapon that does the most final-shots.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

+1 to KDR_11K
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

mongus wrote:exp is quite cool.

a rank marker instead of the white bar.. :shock:
Mod definable, of course. :P
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