Rediculous ship XP + HP

I'm playing through my 3rd game, at beginner difficulty, large galaxy. It's been nearly 10 years from the start, and some of my medium hulled attack craft now have XP levels somewhere in the 30s, or maybe higher, I'd have to double-check again, and have nearly 140hps each. I've had 4 of them grouped together from the beginning. Yeah, it's pretty easy, but it's still rather rediculous when you think about it...

Am I the only one who thinks there should be a bit of a limit to the XP and HP bonuses?
11,890 views 13 replies
Reply #1 Top
Right you are.
Either descrease the HP or increase the XP required to level up.
Reply #3 Top
I tend to think that it couldn't for there to be some limit for the XP levels of ships, regardless of difficulty level.
Reply #4 Top
Agreed, the current design allowed me to level up several of my medium ships to have 200+ HP each. The fleet had 1400 something HP.

I think the system is fine except to reach higher levels it should be made much difficult (starting level seems to be fine).

The AI..rarely able to keep his ships alive after an engagement, is currently severely handicapped against human experienced fleets.
Reply #5 Top
I think a cap of level 10 would be better, with much harder requirements to level up. Even though I try to avoid things that level my ships up too much, just using ships to take out fleets make them very powerful as long as you upgrade the ships regularly to counter the enemy ship constructions.

Alternatively XP would give bonuses in other things than HP, such as increased range/speed/attack/defense. But even then a cap is probably a good idea.
Reply #6 Top
I've noticed that gaining that first level often requires taking out at least several ships, but once you get that first XP level, every ship I kill is another level.
Reply #7 Top
IMO, crew experience shouldn't translate into stronger ships. It should translate into bonuses to attack and defense. I'm not saying a 1 laser / 1 shield ship should gain XP until it becomes a 5/5, or anything. But as the ship gains experience, give it a small bonus to the "dice roll" during combat. It would mean the ship is better at hitting its target or better at evading damage (just like a skilled crew would provide).
Reply #8 Top
My thought is a level cap of 10, a greater amount of time between levels, and no hitpoint increases for going up in level. Instead, offense and defense become more and more effective. Instead of being totally random, ships of higher level have a greater probability of rolling higher. An easy way to implement this is rolling multiple times.

If a ship has an offense:defense of 9:6, for example, the current model is basically:

offense = random (0, 9)
defense = random (0, 6)

What I suggest is a roll for each level of the ship (all ships starting at level 1) and take the highest. As such, for a level 2 ship:

offense = max (random (0, 9), random (0, 9)
defense = max (random (0, 6), random (0, 6)

I wrote a test program for this in Python and it works quite well. Of course, a high-level ship with no defense will still be an easy kill, though.
Reply #9 Top
I like it the way it is. They captured all of that better attack, better dodge, etc stuff in upping the HP, you up the HP and the ship will have a better chance of winning, period.

Don't mess with something that isn't broken. If your fleets continue to survive battles that is a good thing that they become increasingly difficult, and finally nearly impossible to be defeated. They are the elite, and they shouldn't fall.

This is ofcourse, just my oppinion, and I am certain that all of your points are equally as valid. If you really want to tone down the experience advantage, you can always break up that fleet and put the individual ships in seperate fleets with lower level ships. This should keep them vunerable. Or better yet, you can put them in orbit and use fresh recruits.

Also, dude, stop playing on beginner. 1st game is beginner. By the 4th you should be at least on tough
Reply #10 Top
Sorry I meant it was my 3rd game I started...I changed my mind about a few things and restarted the 3rd time. Right now I'm just trying out challenging.
Reply #11 Top
Or they could add some more areas for it to give bonuses to - examples I can think of are:

1) Capture enemy ship

2) Surprise rating (i.e. if you go up against a real monster of a ship - which is the sort if thing I like to build!! - you can have a surprise attack on them)

3) Boarding Skill - Attack and Defence -this would tie in with no.1

4) Logistics decrease
Reply #12 Top
You are aware they've stated that 1.1 will significantly decrease hp gains for leveling, right?

Reading developer logs FTW!
Reply #13 Top
It's much more balanced in the 1.1 beta. HPs seem to increase at roughly 1/3 the rate. You can still get significant numbers of hitpoints, but not to the point you can overpower the opposition sending your ridiculously experienced small ships at their dreadnoughts. Well, maybe with METICULOUS planning...get those huge hulls early and carefully manage their development...but frankly if you go to that much trouble you deserve the reward.