Post
Tue May 07, 2019 4:45 pm
#976
Re: REKT: Beyond The Edge (Main Thread)
Just saw this, and would love to continue.
YesTalvieno wrote: ((this announcement is heard throughout the ship.))
It is hard to give any feedback on the scoring system, since we don't know how it works.Trying something a little different. I've done some scoring using the regular system, but scaled for off-mission stuff. In addition, I've split the points into two pool types - a group pool, where all inmates share XP, and pools unique per character. This means that people that do a poor job on off-missions end up bringing down the whole group, instead of making them better. It also means that those that do really well do a better job of supporting the group. Interested to hear feedback on this. If people don't think it works, we can try something else. I don't have my heart set on this one, and it won't apply to the next mission anyway.
Alright, if you put it like that, makes sense.Talvieno wrote: ↑Thu May 16, 2019 10:05 amIt's small, yes, but to be fair, you guys were never in much danger (the majority were never in any danger at all) and few people did more than 3 turns or so of actively trying to get XP/RPing the battle. If you divide 1000 XP (what you get for a normal mission by 30 turns, you get about 33.33 XP per turn, so if you multiply that by 3 that's only about 100. Remember again that you're rarely actually in danger outside of missions, and the value-per-turn would probably be even less. I think it's about right, unless we start having very long non-mission stays - which may end up happening eventually. It just didn't happen this time.
The way the differing quantities work isn't far from how I usually score creds/rank for normal missions.
(I did notice you said it wasn't an unbiased opinion, and to that I'm just going to give a respectful nod. That sort of introspection is difficult for most people)
Makes sense tooTalvieno wrote: ↑Thu May 16, 2019 10:05 amThe logic behind pooling XP:
- Keeps people from spreading out too much level-wise
- Provides an incentive for players to help each other roleplay/stay active
- Older players get to help less experienced players
- Players that simply don't try (if we had any of those) would now have a reason to get outed by their peers. to make room for players that would try
- Which means that they're less likely to just idle until the next mission
- Other logic that I'm not mentioning because of GM reasons
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