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« on: January 24, 2014, 08:37:41 pm »
I feel that a good system to have would be a combination of both. Have a direct win/loss exp gain. It's difficult to show how a pilot contributed to a match as we act vicariously through our gunners and engineers needs. However, with that in mind, these 3 classes should be handled differently.
Gunners should gain exp based on accuracy, range, fires set, balloons popped, engines destroyed, guns destroyed, what gun was used, was it used in such a way that was conducive to a successful outcome. Things of that nature.
Engineers should gain exp for what, how effectively, and how much they repaired or buffed.
Pilots MUST be handled differently. Our job is complex and we must move in such a way that is good for our crew. We really on our crews and our crews should be responsible for our experience. Here's why.
A pilot must know more about their ship, their allies ship/s, and their enemy's ship/s than any other crew member. We must effectively relay all information to our crews and allies pilot while making sure that our own crew's guns are on point and we are in an advantageous position. The game cannot, nor should it, provide that information for us. How effective our crew is will tell us how effective we are as pilots.
I run a brawling junker with gat mort on either side. Depending on the map and ships I'm flying i take an art, merc, or barker on the front. Certain maps will better use my front gun. A merc is nearly useless in Paritan rumble and it's senseless to take a barker on dunes against two pyras.
Also, let achievements give exp as well. I think it's good to take a junker out with two right side barkers, a harpoon on the front and gat/flak on port sometimes, but only if you know it's not ideal. This game is practically telling me that crap builds are correct because it only rewards those builds.
So leave the achievement based leveling, but give me a system that rewards a proper build.