I need help with an XP/Rank up system!

Started by Echoblammo, September 21, 2015, 02:49:41 PM

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Echoblammo

So I have  made a game, Paper Combat, (a Sky-Eye view Multi-Player Strategy-Shooter, PM me for rules) that is immersed in character development and upgrading their abilities. I have it all layed out, but I have need for one thing, an experience/ rank up system!

So With your character you completely, customize with Classes, Armor, Perks, Weapons and Equipment, there is a lot of potential for over-poweredness. I  need some sort of XP system, to balance out players. If there is none, everybody will just grab the stuff that has the highest damage and range and the most defense.

I'd prefer it to be a rank based systm, like Private at 1200 XP, or whatever. I've hit a roadblock, lets see what you guys can come up with!
~ECHO

Oh wait not that kind of Signiature

bayonetbrant

Just a thought, but rather than XP, how about checking off a certain number/type of achievements for each level?
- trick shot
- long range kill
- Multi Target kill
- flanking maneuver
- team maneuver
etc
The key to surviving this site is to not say something which ends up as someone's tag line - Steelgrave

"their citizens (all of them counted as such) glorified their mythology of 'rights'...and lost track of their duties. No nation, so constituted, can endure." Robert Heinlein, Starship Troopers

Echoblammo

Meh I think I'd rather have an XP system with ranks and stuff etc, so you can unlock better stuff over time.

I do like the idea though... it just doesn't fit with the game, you know? Like making a FPS about puzzles.
~ECHO

Oh wait not that kind of Signiature

GJK

#3
From what I've gathered, most FPS's take kind of the "rock, paper, scissors" approach.  For example, sure, you can select a sniper rifle and shoot at long ranges with a scope, but you're typically lightly armored and the gun fires very slowly (you likely have a pistol for a sidearm however).  Or, you might be a heavy weapons guy with a BFG, but you'll move slow as molasses and you typically have no backup weapons. 

So figure out checks and balances for each of the weapons.  You may get something but at the sacrifice of another thing.  Just some very general ideas:

Weapon Class
Weapon Characteristics
Armor
Mobility
Notes
Sniper
Accurate to very long range.  V. Slow ROF.  Pistol as sidearm
V. Light
V. Fast
Can be stealthy
Assault Rifle
Medium range, high ROF
Moderate to light
Average to Fast
Typical ground soldier, all around "average".  Nothing glaringly weak nor particularly strong
Heavy Weapons
Short range, v. high ROF
Heavy
V. Slow
Big, bulky and easy to hit but well armored.  Deadly at close range, easy to hit from long range


I personally think the "unlocking" of weapons for so many XP is a gamey thing but I guess it's what you're going after.  Is this a fast, lite, "FPS for the tabletop"? Or is it a tactical skirmish game with some real world characteristics and equipment?  If it's a FPS for the tabletop, then yeah - just have different "cool" weapons become available with skill ups but again, apply some checks and balances (trade offs) so that there's no "super dominating" weapon.  If it's a serious tactical sim, then I'd take a completely different approach but it sounds like you're going for the FPS on the tabletop.
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Echoblammo

Its supposed to be somewhat fast-paced, but I'd say more strategic than tactical. You want to use teamwork, cooperation and maneuvers to pin your enemies, and blow them to bits, and heres my classes:
Heavy infantry: powerful weapons, extra armor, slow speed
Sniper: very long range rifles, weak close fighting ability.
Engineer: weaker than average firepower, but abilities such as repairing vehicles, creating automated turrets or planting mines or bombs
Medic: weaker than average firepower, but can heal others
Anti-aircraft/-tank (and other vehicles): slow, can destroy vehicles, weaker firepower against infantry
Typical infantry: average firepower, possibly faster than support classes, few or no special abilities, ideal for taking down more specialized classes such as engineers or anti-vehicles
Auxiliaries: weaker than average firepower, can give ammunition to other players
Spy: can disguise or cloak himself, plant cameras for remote surveillance, hack enemy constructions, and stab foes in the back for one-hit kills; sometimes combined with the sniper to make a "Covert Ops" class
Flamethrower infantry: slow or average speed, high power at close range, little or no long range capabilities, best at harassment and ambush tactics
Scouts: fast speed, strong at close range, typically has low health; used for recon and flag-capture
Demolition: slow or average speed, able to use a variety of explosives, typically rockets, grenades, and mines; typically used to clear map obstructions and destroy enemy constructions
Captain: commands troops, usually heavier armor than other units, weapon choice is all up to the player;
~ECHO

Oh wait not that kind of Signiature

bayonetbrant

An idea for the "typical infantry" - especially if you're trying to get beyond the one-to-one fighting and be more "strategic" (as you put it) - is to give them some sort of multiplier effect when there are more than one of them around.  For every add'l infantry guy in a (pick your measurement) radius, you get +5% to their attacks, showing how they coordinate with each other for suppressive fire, flanking, communication during the fight, and/or maneuvering to keep the enemy off-balance.  So if you've got 5 infantry grunts out there, and they're working together, they're going each have a 25% bonus to what they're doing as they fight collectively, and not just wandering around a weapon platforms.

The key to surviving this site is to not say something which ends up as someone's tag line - Steelgrave

"their citizens (all of them counted as such) glorified their mythology of 'rights'...and lost track of their duties. No nation, so constituted, can endure." Robert Heinlein, Starship Troopers