Suggestion talk:20071213 Double Kill-damage XP for Melee and Unarmed
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Double Kill-damage XP for Melee and Unarmed
Timestamp: | Midianian|T|T:S|C:RCS| 09:42, 8 December 2007 (UTC) |
Type: | gameplay tweak |
Scope: | people who use melee and unarmed attacks |
Description: | When you kill someone, you get lots of XP. You get the normal XP from the damage you caused and a static 10XP bonus. You can get extra XP by dropping the target near zero and then finishing them off with a blow that causes lots of damage (so much that they would go to negative HP). Now, this gives survivors using firearms an unfair advantage as they can easily cause 10 points of damage with one blow, so they can get a maximum of 9 extra XPs. The zombies' maximum damage with one hit is four, so they can only get three extra XPs and the survivors' maximum melee damage is three, so they can only get two extra XPs.
I suggest that when someone makes a kill with a melee or unarmed attack, they would receive XP worth two times |
Discussion (Double Kill-damage XP for Melee and Unarmed)
I like it, makes a lot of sense, but would this affect humans punch as well as zombies claw/teeth attack? Acoustic Pie 18:29, 8 December 2007 (UTC)
I honestly don't think this is needed. Earning XP with a gun is effective, but NOT because of the "overkill" XP; its the fact that you can reliably score that 10 XP kill bonus that does it. In fact, many gun users carry a knife so they can finish people / zombies off without doing overkill damage, because overkill damage is a waste of good bullets. Swiers 18:53, 8 December 2007 (UTC)
- Overkill XP is useful in situations where there are few targets around. If people are at a stage where they use the knife to finish targets in order to conserve ammunition, they probably don't need XP anyway. --Midianian|T|T:S|C:RCS| 22:20, 8 December 2007 (UTC)
As much as I like more xp for zombies, we don't really need it. It is fairly easy for zeds to level up, compaired to your average survivor that is.--Rjkk 03:54, 9 December 2007 (UTC)
- That's a joke right? The average zombie gains half xp per hit than even the average starting survivor, Firefighters gain full XP per hit, Scientists gain about 4 XP per AP if they stay in places with a moderate and spread out zombie population, privates and other gun starters can either shoot up survivors then heal said survivor, which is great on the xp gain or just shoot zombies after stocking for a day or two, medics just heal everyone then buy diagnosis and heal everyone in a fraction of the time. Only consumers and scouts can really say they have it harder than zombies on leveling, and even then when they get some gun skills or axe skills it's just as fast as everyone else.--Karekmaps?! 09:43, 9 December 2007 (UTC)
That being said, this really is unneeded, considering the boost it would provide to Zking to make most all targets counts as survivors, that difference in Xp gain is a small thing, but it's there for a reason, you're not meant to be encouraged to chew on your zethren or shoot up your brethren. It should be kept, otherwise the only reason to kill the other side is the overall RP reason.--Karekmaps?! 09:43, 9 December 2007 (UTC)
- Hmm... I'll have to specify the wording, I didn't mean that they'd get the same bonus on ZKs and PKs. Let's see, XP from a 50HP ZK with bites (bites give better XP on ZK), current rules: 24 + 2 + 10 = 36. Same enemy with this the way it was written: 24 + 8 + 10 = 42. Same enemy, the way I meant this to work (the way it currently reads): 24 + 4 + 10 = 38. That's only a 2XP (or 5%) increase. The XP earned from killing your enemy is still much, much more. 50HP survivor with bites with current rules: 48 + 4 + 10 = 62. This suggestion: 48 + 8 + 10 = 66. Look at that, it's a 6% increase! So, with PKing and ZKing fixed, this would encourage killing enemies more than killing your own. --Midianian|T|T:S|C:RCS| 11:17, 9 December 2007 (UTC)
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