Mod-controlled Experience system

Mod-controlled Experience system

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Mod-controlled Experience system

Post by krogothe »

It would be pretty cool to have a mod-controllable xp system, so that if one wanted to, units could become a lot better when they got experience (atm a unit with 1xp and 500 xp are similar), or not get experience at all (for a game like say, nanoblobs). Either way, option woudnt hurt.

What we need is to control 2 values, a curve value which determines how much XP you get at different XP levels and one or more multipliers which control how much XP affects hp, rate of fire, damage etc.

the formula itself would be pretty simple:

Attribute = (1+(M*experience^C))*startingvalue.

Attribute can be HP, damage etc, M is the multiplier and C is the curve value, so a value of 1 means 2x the XP gives you a 2x bonus, a higher value gives exponential growth (crazy), between 0 and 1 an RPG-style increase (progressively slower) and negative values make the units worse as the get XP (can be used to represent decay/wear). A third value could be used as a mutliplier to affect how much XP a unit gets for a given shot at an enemy.

If a mod doesnt specify a value, the default calculations are used.
Hows that?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Over at SWTA we were toying with the idea of making the Jedi a single unit that you build, so that you start with a "padawan", and then as it gains more experience, it eventually becomes a "jedi knight", gets a new look, and has certain abilities activated. Then as you got more experience, you could finally turn it into a "Jedi Master", which would grant even greater abilities.

There were a number of reasons why we abandoned this, the biggest probably being scripting issues. This would certainly be a step towards getting that to work.

Although we would still have to reconcile the qualms we had about introducing almost RPG elements into a strategy game...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Actually, NanoBlobs makes use of the experience system, but in a non-obvious fashion :-)

It'd be nice to be able to turn it off for most units, though- who cares if PeeWees gain xp?
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

the current experience system works a bit strangly in AA:S, since all infantry have 100hp, and their weapons take that down quite quickly, giving the infantry a high damage dealt stat. Also, anti-tank troops get massive XP after one kill, since vehicles have a lot of HP. Although that might change soon.
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Its based on costs, Not hp.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Heh, then that explains even more, since AAS uses a rather different building system.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

bump :twisted:
Post Reply

Return to “Engine”