Ted
Tried to start this in gamemachanics section,but it won't let me.

Why is experience used only in combat???
Suggestion for expanding the use of experience.
Every ship/GP officer and govenor can pocess ONE skill related to their chosen profession.
Examples:
Ship officer choices:Combat Tactics,Trading.
GP officers:Combat Tactics.
Base Govenors:Beaurocracy.

Skill Descriptions.
Combat Tactics:As in game now.Better chance to hit targets and aviod incoming fire.

Trading:The ability to sell goods for a better price at markets(fast talking,bribery of starport employees).Experience level gives the chance of getting a better price.

Beaurocracy:The ability to run a starbase efficiently.Experience level of govenor is a bonus to starbase overall efficiency.
Good govenors would mean things such as security crackdown levels may be increased,factories and other complexes will run better with fewer employees.

Just a few suggestions to get the ball rolling! biggrin.gif
Avatar
I am all in favour! In fact I had mention this already, though only regarding ships and GPs

However I believe it would be several steps down from somethings that need/could/should be done.

One of them, is one that would make battlegroups a reality! Imagine the battles where support ships actually play that part and leave the slugging match for the big ships! What's the point of having detroyer class warships next to your baseship, if they don't act destroyer, that's to say form a perimeter and defend the capital ship from fighters, missiles etc, etc. The way it's now, I fear, people will tend continue to use fleet of the cloned battleship, Sol, Nebulon, etc...
MasterTrader
QUOTE (Avatar @ Mar 8 2004, 04:26 PM)
I am all in favour!

Ditto! smile.gif

Richard
AFT
Mandible
I have always loved this idea, adding more flavour to all positions and taking us away from everything being based around military experience.

It would be interesting if it could be affiliation based too, which could be done in a couple of ways. An affiliation could tell Mica what its profile is and get officer bonuses (and negatives) accordingly. I know, like in BSE, but it did spice things up a bit and at least make everyone more different. The other option (which I would prefer) would be to have a voting system set up and the affiliation vote for the profile they want. There would be a list of various option (like below) and you chose which you wanted. The vote would have to take a long time and be in place for a minimum period, so you couldnt just change the bonuses each week as the situation changes.

Vote Combat Trade Starbase Exploration

1 off xp +10% incr Off xp nothing
(as now) to trade cost reduce wages

2 -5 targetting off xp Off xp nothing
(reduced cost) employee eff.
3 Etc, Etc


The negatives would be fixed penalties, whilst the bonuses are related to your officer xp, so even if two affiliation chose the same options they are still getting different results.

Just a thought

Mark

ABBA
I too am in favour.

Unfortunately, I replied in the tax/trade thread.

TonyH
DMJ
All in favour.
HPSimms
Also in favour. The current experience system which requires a near death experience is totally inadequate.

Geoff
Jons
Also very much in favour, will add much more depth than currently exixts...

Cheers
Jons
Rich Farry
Why choose a profession? The officer should just gain experience depending on their current job role. Time spent trading gets you trading experience, combat gets you combat experience and so on.
Andy
QUOTE (Rich Farry @ Mar 9 2004, 03:45 PM)
Why choose a profession? The officer should just gain experience depending on their current job role. Time spent trading gets you trading experience, combat gets you combat experience and so on.

Great suggestion so like agents / operatives officers get bonuses for different actions.

A starbase governor gets experience based on the volume of trade which in turn reduces the transaction time at that starbase.

Similarly for combat experience etc etc
Sam_Toridan
Like the idea. Have a wide range of skills available and the officer chooses his area of expertese. Plenty of scope for expansion and development here.

Also agree with what Avatar said but thats another thread - think it was raised last year some time - if anyone wants to ressurect it.
Clay
Well just for a change, I've decided not to play the devils advocate tongue.gif
I love this idea. May be the combat side can be split into Offensive and Defensive experience? Scouts and PIR victims would become better at avoiding trouble, but still wouldn't kow which end of a Pulse Beam to suck.... dry.gif
Dan Reed
QUOTE (Clay @ Mar 10 2004, 09:48 PM)
I love this idea. May be the combat side can be split into Offensive and Defensive experience? Scouts and PIR victims would become better at avoiding trouble, but still wouldn't kow which end of a Pulse Beam to suck.... dry.gif

the difficulty with splitting combat experience is you take out the safeguard (lesser of damaged dealt and damage received) that deters people from setting up artificial ways to boost experience.....

but I'm all in favour of multiple types of experience as a principle biggrin.gif

Dan
Dan Reed
QUOTE (Mandible @ Mar 9 2004, 09:59 AM)
It would be interesting if it could be affiliation based too, which could be done in a couple of ways.

sorry, but I'm NOT in favour of aff bonuses creeping back into the game!
If officers can gain multiple types of experience, then they can build up appropriate bonuses through their actions, that REFLECT their actions - that's fine. Equally, a player or aff can change their positions' supposed outlook on life by changing their actions, especially if there is a mechanism for experience to fall over time if it is not used....

But once you let the genie out of the bottle with aff specialisation you start to have the BSE powerstuggle where new affs demanded (and often received - although the FEL seemed to get more disadvantages if anything!) a better bonus/ability just to give them a chance to catch up with the established affs, with all the baggage that entailed mad.gif

New affs shouldn't immediately be able to compete on a level playing field with the "big boys" - it's simply absurd! Part of the decision to take on a new aff has to include the realisation of the challenges ahead, not a massive hand up the power scale (although there are times where an NPC aff is handed to one or more players with a specific scenario and/or history in mind - which is fine too, as long as the handout of positions and tech is appropriate to the game's history)

Before you ask, no I don't consider the FEL to have completed the trip from new aff to large aff wink.gif
Dan
Ted
Hi all.
As you may have gathered I'm following up on some of the topics I've started on this forum as it seems to have gone quiet! wink.gif
Again it looks like most players here would like to see experience put to more uses than just combat.
Can we have some sort of comment on this from Mica and/or David please.
Cheers. biggrin.gif
Sleeps With Dragons
This is a great idea - would love to see it impemented.
Pride_Motnahp
i love the idea of differant types of experiance for officers, it would mean that officers in charge of starbases set in seldom visited systems could still grow in one way or another.
i would mean that my officers that are in places that will never see military action (well with a bit of luck biggrin.gif ) could grow and have a reason for being. (i.e. get bonuses for there week to week activities).

hope thats not too waffly!

Steven Barnett

Nevets Motnahp, Pridesenior of Pride Motnahp
FEL
Archangel
At face value, all of the above suggestions for various skills for officers make a lot of sense.

Skill types could include:

Administration: Derived from Starbase/Outpost management
Naval Combat: Derived from Space Ship operations
Ground Combat: Derived from Ground Assault/Defense operations.
Trade: All type of commercial enterprise
Piracy: I suppose this is something of a skill as well.
Diplomatic Ability:

However, as nice (and incomplete as the above list is) we need to be wary of moving towards a D&D/Space Opera type character definition for officers.
Ted
I see nothing wrong with space opera style skills for officers rolleyes.gif
At the moment we have combat bonuses for experience and that's it.
Officers are just a sort of faceless cardboard cutout.
This game is more than just a wargame.There's trade,exploration,diplomacy and base administration to name a few activities within the game.So it would be good to see different types of officers that are experts in different fields of activity.
We already have Scientists that specalise in various fields that are characters within the game. biggrin.gif
Pride_Motnahp
i thought the whole idea was that this was a space opera. huh.gif

cheers
ptb
QUOTE (Archangel @ Jan 26 2005, 04:17 PM)
Skill types could include:

Administration: Derived from Starbase/Outpost management
Naval Combat: Derived from Space Ship operations
Ground Combat: Derived from Ground Assault/Defense operations.
Trade: All type of commercial enterprise
Piracy: I suppose this is something of a skill as well.
Diplomatic Ability:

Suggestting skills is all well and good, but really we need to know what they would effect as opposed to how you'd get them.

For example Trade skill from commerical enterprises couldn't give a better value for sell/buy as thats a personal skill as opposed to a charater skill, ditto with diplomatic ablity, some players, Dan and Steve to name just too, appear to be natrual diplomats, these players are natually better at player to player diplomacy. Reducing it to a character skill would take all the fun out of it.

Obvoiusly combat is a character skill, although overall tatics would be a personal one because is something players be get better or worse at. And pirate large (i know who you are) is clearly better at piracy than the other priates we've stopped, leading me to belive that although the combat section of the boarding is a character skill, the tatics involved in selecting locating and boarding a ship seems to be a personal one.

What i'm trying to get at here is that we have too different types of skills, one belonging to the characters and effect game mechanics, like combat and research, and others belonging to us players ourselves, and i for one would not like to see those all reduced to character skills (no matter how much that would benifit me tongue.gif)
Steve-Law
If we want to go down this individual skills route (and I'm not opposed to it in principle) maybe we also need to think about the actual effects of these skills?