Jump to content
EN
Play

Forum

Get more experience points


Recommended Posts

Allow tankers who do not use double damage, double armor or double power to get more experience..

Most games are now inundated with tankers using 1, 2 or all 3 of these features.

 

For tankers who do not use any of these features while fighting an enemy who uses 1, 2 or all 3 features.

You should get double the amount of experience points from those who use one of these features.

You should get four times  the amount of experience pints  from those who use two of these features.

You should get six times the amount of the experience points from those who use all three of these features.

 

Tankers get killed quicker when their opponents use these features and should be rewarded more when fighting against them. As they are at a severe disadvantage.

 

If a tanker does not use any of these three supplies they should get rewarded more from the higher degree of difficulty to kill an opponent using these features that give that opponent a decisive advantage.

 

Double Damage allows your opponent to kill you twice as quickly as they normally take.

Double Armor allows your opponent to last twice as longer as they normally would.

Double Power allows your opponent to cause double damage to your tank killing you in half the time it would normally take them.

 

So with two features inacted Double Damage and Double Armor your opponent now hits you two times harder and doubles the time to kill your opponent as his armor is doubled.

 

With Double Damage and Double Power your opponent is killing you four times quicker.

 

With Double Armor and Double Damage your opponent is hitting two times harder and doubles the time for you to kill your opponent as his armor is doubled.

 

Of course it would be awesome if none of these features existed in the first place as now games are not about skill but about supplies!

 

Another idea would be to allow games to be created without the use of supplies so skill would be the focus again. And under such circumstances the normal experience rewarded.

 

Thanks for your consideration to this matter.

 

YR

Share this post


Link to post
Share on other sites

In a way I agree - the more effort it takes to destroy an opponent the more XP you should get.

 

This is already factored into the game now with shared kills - if two or more players damage a tank the players get XP based on damage dealt.

 

If someone uses double damage to destroy a tank the reward should be halved because it required half the effort.

 

Actually it would also be more fair to get more XP depending on the hull you destroyed.

 

Destroying a Mammoth should give you more XP than destroying a Wasp.

Share this post


Link to post
Share on other sites

creeperskelly - Yes more experience for the greater difficulty to destroy opponents.

The Experience points are shared among multiple shooters destroying an opponent currently.

I am interested in elevating experience commensurate with the difficulty of the destroyed opponent.

That would be a great addition too half the experience when using either double power or double damage.

If using both double damage and double power a quarter of the regular experience points should be awarded.

 

The strategy of determining which hulls and turrets to use has left this game with the invention of these features. You gave away speed for more hull points in the Mammoth. I would be against more experience points for harder kills that was originally part of the hull deal. the combination between speed and hull points when it came to deciding on hulls.

 

Thanks

 

YT

Share this post


Link to post
Share on other sites

deadtoyou -

With the addition of supplies the reward of experience for killing harder to destroy targets has not increased.

Ideally yes I would love to to away with supplies however that is not going to happen unfortunately,

I would hope tankionline would make this a map feature not allowing any of these supply features to focus on strategy instead of quick kills and whoever has the most suppies dominates the battle.

 

Thanks

 

YR

Share this post


Link to post
Share on other sites

deadtoyou -

With the addition of supplies the reward of experience for killing harder to destroy targets has not increased.

Ideally yes I would love to to away with supplies however that is not going to happen unfortunately,

I would hope tankionline would make this a map feature not allowing any of these supply features to focus on strategy instead of quick kills and whoever has the most suppies dominates the battle.

 

Thanks

 

YR

 

Pro-Battle mode already has that option, so use it.

 

I don't see the point of this topic anymore....

Share this post


Link to post
Share on other sites

Like Deadtoyou said, if you don't like the idea of fighting against drugs, then just buy a pro-pass and only join battles that rely fully on skill rather than drugs to win. To implement something like this would take much more work today than it did a few months ago due to the new update that spreads out points per kill or flag capture. Also, the goal many players have in mind of accomplishing in this game is to reach generalissimo, or the highest rank in the game. Now that everybody uses drugs, everybody will be ranking much faster than before, thus causing people to not have to work as hard as they had to do before to reach generalissimo, thus making the value of the accomplishment not as great as it has been. This would greatly hurt the game, discouraging people from coming and people who have reached generalissimo to leave.....

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...