Multiple paths to EXP gain

EXP models, meet blender!

The topic of exp gain has certainly been touched upon, but mostly focuses on the result of leveling, rather than the cause.  Currently we have exp gain via combat.  A tried and true method, but one that limits access to future generations of champions and channellers looking for a spider to kill, as Grandpa Relias cleared out every beast on this side of the mountains 50 years ago.  

There are a few methods, I will touch upon briefly:

  • MoM: hire a hero, wait 1200 turns, and you have a demigod (+1exp per level, some traits varied this.  Plus exp in combat)
  • D&D: For all the rule lawyering, it is basically combat exp, and exp granted by doing something else that advanced the campaign.
  • Obscure one - Vanguard:  This was the creator of Everquest's magnum opus, but it flopped pretty badly.  Anyway, it broke out the game into separate sections, so you had regular combat/quest exp, crafting exp, and diplomacy exp seperate.  The idea was to have players specialize, but diplomacy was at best a mini-game and crafting a grind fest.

 

I would love to see some way to add flavor to exp gain, rather than just going out and clearing the neighborhood of ogres.  Beta 3 may change things up a bit, but I usually just roll all my champs, sovereign, and kids in one party and go hunting to level them.  At the point the kids are ready, it's hard to find creatures that aren't suicidal fights.

Some ideas:

  1. Designate one champion to be the diplomat or foreign minister, exp gain on successful treaties, marriages of state, etc.  A champion trait to help influence diplomatic actions would be helpful too.
  2. City governor - oversee a big construction project, but some mechanism needs to be in place to make it so the champion's presence is needed for completion.  I'd rather not see the player shove his capital city full of champions the turn before the 'Tower of Sorcery' is completed to net the exp gain.  One option is to provide non combat quests to get special materials for said project.
  3. Scouting / quests - make exp gain a choice for quest competition.  Instead of the fiery broadsword, you sell it and buy food for the village.  Everyone loves you and you feel warm and fuzzy inside, which as we all know, means you've gained exp. O:)  
  4. Training - the bratty middle kid of Lady Tarth can get sent to the academy you built, and he nets exp gain up to a certain level.  Basically the MoM model with some preconditions, because now we can set it so the scholar hut gets you +1 exp /turn and caps at lvl 2, but the school, academy, and hogwart's will add to either the exp gain, or level cap.

 

Thoughts?

8,976 views 11 replies
Reply #1 Top

I like the idea of being able to build an Adventurer academy of sorts that would allow gradual XP gain for any champion in the city. I also like the idea of appointing special positions to certain champions who then gain XP for performing said task. For instance, make a champion the Captain of your city guards he gains XP for being in the City he captains. Make a champion the leader of your Honor guard and he gains XP for being in the same stack/city as your Sov. Your examples are solid. Great Idea I think. Adds extra gameplay possibilities as well as the ability to help further define your champions by giving them specific titles.

Reply #2 Top

Since we have a lot of champions with non-combat abilities at the moment (trading, production, science, etc.), there's a desperate need for those folks to level up their abilities by using their abilities, rather than fighting spiders.

Trader heroes should level through trading quests or building money enhancing buildings.  Research heroes should level based on the amount of research being done.

Reply #3 Top

Speaking of leveling up your specialists, it sure would be nice if their specialty bonus was affected by their level. (...unless this has already happened. It occurs to me that I may not have leveled up a specialist since 2A.)

Reply #6 Top

Let me lend my text (i.e. voice) to the support of this idea..

It simply makes sense that an npc that adds to research gain exp while stationed in a town with a research resource in it.. (I hope this would no be to hard to code) where as when he is moving around the only exp it  gets could come from combat ( or the below suggest exploration)..

another idea is when a unit is set to explore for each grid location it exposes (i.e. removes the original cover) it gets some exp (again I have no idea how hard to code but it seems a logicial way to tie these non combat exp to actual work that the nps is doing

Reply #7 Top

Agreed. I'd hate to have to level a hero by combat if I had him geared towards increasing city efficiencies.

Reply #8 Top

excellent ideas here. im super excited about the npc system in this game. and i completely agree that there needs to be a more belivable way to level non combat npcs. hell there maybe a time when i tire of conquest via sword or magic. and i cant see my shrewd diplomat sov spending the early years of his rule running around hunting spiders and such...

there should at least be a cap to how much exp can be gained while in a city. ex. a merchant would gain a set amount over time depending on the city level. so after so long if you failed to level up your town he would stop gaining exp, that is until you level your city again. npcs could then gain more exp from building projects or maybe even units, specific to their talents, as breniir suggested (merchants npc- markets,caravans researcher npcs-studies and libraries administrator npcs-town hall, maybe a small amount of exp from all building projects) i also like the idea of small class specific quests perhaps only becoming available at a higher level. that way if you didn't want to mess with your npcs that much you can just level them to a point, customizing them a bit along the way. but if you did want to craft that ultimate diplomat-merchant you could take the time to do it.

 

Reply #9 Top

You know this has been bothering me too and I didn't realize it until reading this post.  I find I'm having to focus on wandering around killing stuff, not because I want to, but because I want to increase the level of my Sovereign/Champions.

I think some/most of the issues can be fixed by being able to cast spells that increase various stats, but being unable to increase my essence without fighting does worry me.

Later,
LAR

Reply #10 Top

Twohawks, I like your tweak to it - having an npc sit in town does nothing currently, but a research or production overseer would be wasted roaming around killing wolves.  This gives the non fighters something to do, and could tie in a bit with having the sovereign sit in the capital city.  It should be a major deal to have the sov + guards leave the seat of power, to go to war, tour the provences, meet with another sovereign, etc.

Reply #11 Top

Having more ways to gain exp besides running around and smashing stuff would be really useful.