Gameplay: XP for successful raids
Posted: Thu Sep 18, 2025 6:41 pm
My brain is definitely saying that there should be some additional alignment between the rewarded activities and the challenging activities that require co-ordination, at least in terms of experience gain. The current gold standard for slow reliable XP is engineering which also works as a badge grind at a rate of 2.67xp/AP without doing anything clever and no AP wasted on movement. My intuition is that successfully raiding a reasonable target should give xp at at least a similar level to that (hunting can be better than that but it is inconsistent and spiky and I don't think there's actually many hunters who are outpacing the power grinders).
For a reasonable not completely minmaxed ward bashing we can allow 50AP. For the forts we can allow another 50 AP (there's things that boost the efficiency of ward/fort bashing but even accounting for those you probably won't be managing a lot better than that or will be committing other resources). So a successful raid has about 100AP worth of engineering grade xp to hand out 267xp split between ward and fort bashers split based on proportion of the total damage done to the ward/forts since the ward was last full.
To avoid making raiding overly small factions too appealing as an XP farm possibly decrease the xp pool if the capturing faction gets less than 100 renown for the capture as my eyeballed point at which a raid isn't punching down too much, probably proportional to the renown less than 100. Doesn't actually make raiding a good xp source but should make it at least a little less disappointing, except in the event of a failed raid.
Alternatively a less effort to code version just gives xp for bashing wards 1xp/10damage rounding up. Possibly runs to the point of actually being a reasonable xp source for voidwalkers/doomhowlers just randomly ward bashing with destructive blow but that's still nothing on the xp potential of sprites and at least puts you near an enemy ward for hunting whilst grinding no stats.
For a reasonable not completely minmaxed ward bashing we can allow 50AP. For the forts we can allow another 50 AP (there's things that boost the efficiency of ward/fort bashing but even accounting for those you probably won't be managing a lot better than that or will be committing other resources). So a successful raid has about 100AP worth of engineering grade xp to hand out 267xp split between ward and fort bashers split based on proportion of the total damage done to the ward/forts since the ward was last full.
To avoid making raiding overly small factions too appealing as an XP farm possibly decrease the xp pool if the capturing faction gets less than 100 renown for the capture as my eyeballed point at which a raid isn't punching down too much, probably proportional to the renown less than 100. Doesn't actually make raiding a good xp source but should make it at least a little less disappointing, except in the event of a failed raid.
Alternatively a less effort to code version just gives xp for bashing wards 1xp/10damage rounding up. Possibly runs to the point of actually being a reasonable xp source for voidwalkers/doomhowlers just randomly ward bashing with destructive blow but that's still nothing on the xp potential of sprites and at least puts you near an enemy ward for hunting whilst grinding no stats.