Open keatsandyeats opened 6 years ago
Right now you get incremental xp for damaging structures, but I think grant xp for the structure kill would be good too. I guess I just overlooked that.
If you do intend to grant XP for structure kills, consider granting more XP the longer a structure was alive. (Maybe that could work for players too, now that I think of it.)
I like this idea, especially for players.
In CPPBalance.lua, define some values:
kStructureKillBaseXpMin = 200
kStructureKillBaseXpMax = 400
kStructureAliveTimeModifier = 0.1
Calculate a base XP between kStructureKillBaseXpMin
and kStructureKillBaseXpMax
based on the percentage of damage the player contributed. Add additional bonus xp for the time the structure as alive adjusted by kStructureAliveTimeModifier
. The bonus xp value will be a new value calculated by taking the calculated base value and multiplying it by kStructureAliveTimeModifier
. The calculated bonus xp will be added on to the calculated base xp.
Add a new kXPSourceType
in CPPGlobals.lua and use that to display the xp gain in CPPGUINotifications.lua with text that reads "Structure Destroyed +___ XP"
You only get XP for killing players, not for killing structures. Is this intended?
For example: If marines place a good configuration of sentries, they might rack up the kills while aliens try to break through. It seems unsatisfying that aliens would get no progression after they break through.
If you do intend to grant XP for structure kills, consider granting more XP the longer a structure was alive. (Maybe that could work for players too, now that I think of it.)