Pave Posted April 21, 2013 Share Posted April 21, 2013 E.G. Scenario: I'm weakening down a high-armored enemy with rapid-fire+strong-gun and I'll finish the said enemy with weak pistol -> Only pistol gets experience/affinity for this last-hit-kill Similair thing happens in various older strategy-RPG-games (Final Fantasy Tactics Advance (this goes with "experience-points", not "Ability Points", which are gained by just with usage, if I recall correctly (similiar to Grandia, for example), Shining Force, and Disgaea (1st-one at least) to name few of examples). Kills should be extra experience award pools instead of ammo waste for "cheesing"-guns. As for warframes itself, they're already being active constantly; taking hits and various other things. Although, this could be perhaps tweaked in future (say like with distributin the over-flow exp to weapons, similair to what happens in Spiral Knights, for example). Link to comment Share on other sites More sharing options...
BlueEden Posted April 21, 2013 Share Posted April 21, 2013 Maybe based on hits with weak point hits giving higher value with a bonus when the target expires. That way you don't get penalized for shooting the mine bots during the Jackal encounter. Link to comment Share on other sites More sharing options...
Pave Posted April 21, 2013 Author Share Posted April 21, 2013 I'm actually kinda thinking to similiar systems to what various games have intruduced long time ago: In Quest for Glory-series, you'd get exprience on various skills depending what you did (Climbing (+attempts) increased your Climbing-skills, Lock (+Nose) Picking your Lock Pick-skills, fighting with sword incresed your fencing skills, etc). Heck, since I mentioned Grandia, Quest 64 / Holy Magic Century / Eltale Monsters you'd also simply gain new abilities and powered up by using your various skills and move-sets avaible (I'll let the wiki-entry explain the system a bit better than I would: http://en.wikipedia.org/wiki/Quest_64 ) Link to comment Share on other sites More sharing options...
Pave Posted May 9, 2013 Author Share Posted May 9, 2013 Bumping this topic, due being valid issue; Nothing is more annoying than trying to level up your pistol, only to have your sentinel kill-stealing the kill for its laser rifle... In fact, maybe the XP-bonus could be rewarded accordingle how long the mission took, instead of just rought 1/4-bonus we have now. Of course, this would need some sort of balancing, so people wouldn't just idle extermination missions to easily farm exp (and possibly other rewards); think of this system similiar to many other games that reward for longer matches (World of Tanks, Super Monday Night Combat, etc. "time-ticking-per-match-recording-games"). Link to comment Share on other sites More sharing options...
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