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Post by luridhope on Jan 4, 2008 22:27:11 GMT
The founders of Malton have done right by survivors and zombies alike, providing a top notch imaginative gaming experience on donations and ad funding.
As immersive UD is however there is a definite gaming plateau. After purchasing all available skill sets players are left with hard won yet superfluous experience points.
This could be remedied with a point allotting stat system based on already existing aspects of game play and design, such as purchasing extra movement points and increasing defense, attack, and damage.
Even temporary increases might be a fun way to expend experience points, especially in a tight spot. This would be a gamble too, those who squander away experience points might miss the next big skill to come along.
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Post by Griggs on Jan 5, 2008 4:15:16 GMT
I've seen this idea before several times on the wiki.
I think a lot of players would see this as high level elitism and bad for newbies, seeing as a higher level person could easily win any fight by expending a few hundred xp.
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Jan 5, 2008 18:26:39 GMT
Im with Grig here. It might be a "gamble" for people who arent top notch, but seeing as ive got about.. ohh.. 2000 XP now im level 41? it would mean that i become MIGHTY THOR overnight. Not very good for the newbies.
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Post by luridhope on Jan 8, 2008 2:53:41 GMT
hmmm... I think they would eventually get used up.
There still seems like a world of possibilities, special moves or one use skills which have random chances of working.
Example: Climb in window 10% with a cost of 100 experience a pop.
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Jan 12, 2008 12:44:53 GMT
Whats wrong with the door? Seriously. besides, i allways assumed that people climbed in the windows anyway, seeing as humans can climb and zombies cant.. and free runners use the windows, too.
3600 XP at the mo.
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Post by skyvia on Jan 12, 2008 13:16:56 GMT
I've seen this idea before several times on the wiki. I think a lot of players would see this as high level elitism and bad for newbies, seeing as a higher level person could easily win any fight by expending a few hundred xp. Yeah I'm with grig on this.... If some Temp skills were to be put in they would have to be relatively neutral as to not give the edge to the more experienced players.
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Post by luridhope on Jan 13, 2008 4:45:12 GMT
Climbing in a window would be a great exp. expending temp skill for a zombie.
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Post by kain703805 on Jan 13, 2008 12:16:32 GMT
I wpould say just ap or max amount of ap
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Post by luridhope on Jan 13, 2008 23:43:18 GMT
I agree, buying action points with experience points would make for great battles between veteran players.
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Post by kain703805 on Jan 14, 2008 18:35:33 GMT
100 xp per 1 ap
(i got 1153 exp)
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Jan 14, 2008 22:05:23 GMT
So, if i wanted to... i could make 36.5 extra actions in a turn if i wanted to?
I could slaughter all of the survivors in my current building with those extra Ap's. i can take down allmost all of them as it is anyway. Thats not an epic battle, thats a trenchie with a shotgun
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Post by luridhope on Jan 22, 2008 23:20:50 GMT
I think it's workable... There may be some bloody massacres at first, but after a while there would be balance again, I prefere the idea of temporary skills over AP points.
Like using a special move in a fight, or apply a special Exp. point skill in a specific situation, like "climb in window" or "climb up tree"
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Post by kain703805 on Feb 20, 2008 17:15:04 GMT
I think just the AP thingy me'bobby
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Post by gijeff on Feb 28, 2008 4:13:01 GMT
There's an easy way to allow this without allowing TOO bad of massacres. Make a max that you can expend per day. Like you could only buy 5 extra AP per day or something. It resets when the IP hits do.
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