View Full Version : Leveling up
pogopika
01-09-2005, 01:43 PM
First off, this has nothing to do with floors. Now, my Idea is That as you win (or lose) Battles, the units that participated will gain experience points. when they get so many, they level up. Their Stats will improve by a small amount, and become stronger, Have more health, ect.
(movement would be 1 extra square every 5-10 levels) All comments accepted.
DeadFishGuy
01-09-2005, 01:50 PM
I thought we already told you this.
THIS GAME IS NOT AN RPG!!
Megabyte
01-09-2005, 01:56 PM
now now, this hasn't been really brough up for a few months (at least to my reccolection), lets not be too hard...
but yeah..TAO = strategy, not RPG. Think more along the lines of chess rather than WC3
ent__89
01-09-2005, 02:15 PM
sounds to me like a Runescape player that wandered over to TAO...
Walrus
01-09-2005, 03:24 PM
i play runescape...occassionally.
but yes, this idea is stupid because cheaters exploit it to get uber troops?
beta7
01-12-2005, 12:21 PM
Deadfish, maybe you should chill from the forums, not all of us have been around since the games inception. Cut the guy a break and be positive for once. Like "Hey, good idea, but our game is more of a stratgey than an RPG" instead of "Dumb kid, your so stupid because I know more than you"
kensai
01-14-2005, 06:14 AM
If anything, the exp could work to make your troops worse as great players obviously can get results nonetheless.
Aro23r
01-14-2005, 10:20 PM
This would only make the bad players even worse and the good players so much more dominant. Then, all the idiots would cry about it, and the spiral continues indefinately.
max2k106
01-14-2005, 10:35 PM
Deadfish, maybe you should chill from the forums, not all of us have been around since the games inception. Cut the guy a break and be positive for once. Like "Hey, good idea, but our game is more of a stratgey than an RPG" instead of "Dumb kid, your so stupid because I know more than you"
if you look at his joined date, he clearly hasn't been around since the game's inception, or at least on the forums
DeadFishGuy
01-15-2005, 02:43 AM
Deadfish, maybe you should chill from the forums, not all of us have been around since the games inception. Cut the guy a break and be positive for once. Like "Hey, good idea, but our game is more of a stratgey than an RPG" instead of "Dumb kid, your so stupid because I know more than you"
Consider the fact that we already told him this game was not an RPG in another thread (http://www.tacticsarena.com/forum/showthread.php?t=14030) prior to this one.
I like the idea of leveling, despite all the problems they would cause; including one you guys haven't mentioned yet, "Laziness".
In online games when people get up there in levels they don't need to try as hard to defeat the same enemies they had to work there butt off to defeat when they first started.
In a strategy game like this one, a newbie might find them self facing a veteran who keeps making really stupid mistakes and is still winning, simply because the newbie’s knight is only doing 1 damage per hit against the level 99 Witch.
Megabyte
01-28-2005, 04:04 PM
i'm confused, u say u like it..but u list a bunch of negatives for it...
The advantages should be obvious, so I won't list them. I do think the pros out weigh the cons; I just think that it's important to mention that point. I do think the leveling system should be mild (like the Knight gets 1 point of armor or witch gets 1 more HP, or something like that) and/or the player has Level ups and then he/she decides were the point(s) is placed and in what character. It's just a little something to reward the players who play allot.
Side Note: While leveling is most prominent in RPGs, it's hardly limited to them, I can't think of a single game type were a leveling system hasn't been successfully introduced or couldn’t be, and if there's one type of game were leveling is seen almost as much as in RPGs, it's in strategy.
Terps rock
01-29-2005, 10:44 PM
wut about cheater they then become good because they cheat, unlike the way it is now u can beat cheaters then u could not
MtSlayer
01-29-2005, 11:24 PM
This gets a pretty vocal no from me. The units are made the way they are for a reason, look at all the perfectly EVEN killing combinations there are. Blocking, armor, damage, hp, etc. Everything ties in evenly. Or at least it used to anyways. At least it still applies to grey games.
Cuathon
01-30-2005, 07:13 AM
ozz they may be successfully put in the game. but thats because the game was desinged for them. look at a Srtaegy Rpg called Fire Emblem. the enemies get stronger and there are more fo them, almost every battle. but since there is no sequence in Tao then it wouldnt work like that. you play mostly random people especially when your first start. the enemies wold only be as strong as the other guy and as you got stronger they wouldnt necassarily do so. so someone who cheated would have a distinct advantage to some one who played fair. a level 99 witch with 126 life would be able to kill a dragon. a knight could walk right past an lward. a powered up pyro could ingnore lwards too.
it is simply impossible to put leveling in this game without altering the entire game.
*wanders off wndering why these people cant just go play final fantasy or something*
Deadfish, maybe you should chill from the forums, not all of us have been around since the games inception. Cut the guy a break and be positive for once. Like "Hey, good idea, but our game is more of a stratgey than an RPG" instead of "Dumb kid, your so stupid because I know more than you"
it isnt a good idea, havent you ever been told lyeing is wrong
Terps rock
01-30-2005, 03:19 PM
its a sin and sinners go to hell
monkus
01-30-2005, 04:05 PM
Hating is a sin, and I sure as hell hate sinners.
if hating a sinner is a sin what are you doing sinning
(no idea what i jsut said)
Megabyte
01-30-2005, 08:23 PM
The advantages should be obvious, so I won't list them. I do think the pros out weigh the cons; I just think that it's important to mention that point. I do think the leveling system should be mild (like the Knight gets 1 point of armor or witch gets 1 more HP, or something like that) and/or the player has Level ups and then he/she decides were the point(s) is placed and in what character. It's just a little something to reward the players who play allot.
Side Note: While leveling is most prominent in RPGs, it's hardly limited to them, I can't think of a single game type were a leveling system hasn't been successfully introduced or couldn’t be, and if there's one type of game were leveling is seen almost as much as in RPGs, it's in strategy.
type of game where lvlng isn't introduced = tactical strategies. A point of tactical strategies like this one is that a person playing more doesn't get an advantage because of it. Think of it as introducing a "all things being equal" type of scenario. It forces the opponents to rely more on their own intellect and skill than with an in-game advantage. Not all strategies are tactical styled. To pick a more popular recent strategy game as an example..war3, it isn't tactical strategy. Alpha Centauri was a tactical strategy (different styled advantages at the start, but all players start equally and none can gain something the others can't in the game). War2 was a tactical strategy, starcraft is as well.
Also... the benefits of a lvlng system are NOT obvious if was used in this game (to me at least), pls explain them. I only see cons for it.
Also... the benefits of a leveling system are NOT obvious if was used in this game (to me at least), please explain them. I only see cons for it.
...ok
1) Keep it Interesting: Even a small change in level would keep people on there toes, if units could survive things they couldn't before (i.e. a Pyromage having enough HP to survive a Lightning Ward by 1 or 2 HP, enough to land another attack), so you could always count on being able to take out a magicer who gets to close. If you know all the units and learn the math, you can figure most things out before the battle begins, but with this system you would need to adapt mid-battle.
2) If Done Right it Could Be a Great Add-on: I am against large amount of leveling, it should be limited to each character only being able to rise 10 levels (even though I used a level 99 Witch as an example earlier, I would never want there to be that much power added to one character.
For instance a witch now has
HP: 28 Movement Range: 3
Power: 24 Recovery Time: 3 Turns
Spell: 4[squares in a strait line]
Block: 20% [10% from the sides]
One maximum level might look like this
HP: 33 Movement Range: 3
Power: 31 Recovery Time: 3 Turns
Spell: 5[squares in a strait line]
Block: 25% [15% from the sides]
Not a massive increase in power like what you’re thinking about, but it is enough to make a difference) or the player being the one who levels up and then distributing points as he sees fit (The play can gain up to level 20 or 30, get 1 or more points per level, and place them in a unit increasing one or more of there stats) By doing this you could increases the power of one unit quite a bit or increases the power of several units just slightly. Ether way it would never be imposable to beat some one on a high level, even if you are not.
3) A Great Reward: People who plays any game allot deserve to have a little edge for it, and while points are great they don't help you in matches. Though being in many matches gives you more knowledge, about the way the game works and help you win and developed new strategies, but I don't intend leveling to change that just add to it, when facing different units with different stats you'll be adapting your strategy constantly, and it might even keeping you from getting bored.
4) Customization: with this feature you could add some degree of personality to your team, besides color and placement, you could use your points to increases the usefulness of a unit that is rarely used to build a strategy that is hard to counter or make your Lightning Ward charge faster, increasing the strength of your defensive line, a Cleric who has a little boost in his healing spell, or even a choice to spend a large number of your points(10 levels worth or so) to have one extra unit on the field. It could be very useful to those who want to stand out.
5) Some thing to keep: points can be lost pretty quickly and while that's good for knowing who's on top, it kind of sucks when all you have is easily lost. Plus when you add the leveling system to it you get a good example of what you’re in for when you face an opponent, especially if the best way to get on a high level is to face those players who they them self’s have a high level and/or a lot of points.
Let’s say
Player: 1 on Level 5 with 1000 points
Is Dulling
Player 2: on Level 1 with 800 points
If player wins he'll get 8 points (according to the existing system) but, would get 3% experience toward a level up.
If player 2 wins he'll get 24 points (according to the existing system) and would get 24% of the experience to gain a level.
Or
Player: 1 on Level 5 with 1000 points
Is Dulling
Player 2: on Level 1 with 1000 points
If player wins he'll get 16 points (according to the existing system) but, would get 5% experience toward a level up.
If player 2 wins he'll get 16 points (according to the existing system) and would get 20% of the experience to gain a level.
Just an idea on how the system could work.
Just points alone are not enough to determent what kind of strategist some one is.
6) Who wouldn’t want to be More Powerful: The availability to get more powerful anything is very limited; leveling would be some things every one can use to get some kind of a foot hold on power with out just waiting around for a random win a new unit message to appear. If it's available to every one that every one can use there points differently, it would allow them to add points where they think it would do the most good, one set idea of power is not always the best kind, who to say were the points would be best used, therefore your army your choice and if some things truly yours you’ll want to play more (well I would).
7) Unlock Features: In addition to normal leveling or you could use some points to get some features not yet available (new special attacks, different terrains, more units, more units on the field, maybe a wall or gate). So level would actually be best when add with other new features.
Overal, I just think it would be a great idea, games like this need to keep adding stuff to keep there members interested and while there are a few things that should added before leveling, I think it would make the game quite a bit better.
programing=impossible for seed
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