More i thought about it that plan was hard to control the amount of kills and the rate at which people leveled...
As well i didn't like the players not knowing what the numbers were.
So my newest thought on calcuation is ( (victim's bounty / killer bounty) * multiplier)
So say I'm a 900 bounty guy and i killed a 1200 bounty guy, (1200/900) = 1.333, I'll take this number, and
multiply it by a multiplier, 10 for instance, and wah la , i get 13 bounty added on.
On reverse, this allows allows players who kill lesser bountys to get not as high rewards.
Say if i have 1200 bounty and i kill 900 bounty ( 900/1200 ) = .75 , .75 * 10 = 7.5, I get a 7.5 exp reward
This allows me to control the progression rate by havin a different multiplier for each level.
So the amount of kills needed of killing someone your same bounty to level up goes up gradually.
So level set up =
1000 = Level 1, multiplier = 20
2000 = Level 2, multiplier = 19
3000 = Level 3, multiplier = 18
4000 = Level 4, multiplier = 17
5000 = Level 5, multiplier = 16
6000 = Level 6, multiplier = 15
7000 = Level 7, multiplier = 14
8000 = Level 8, multiplier = 13
9000 = Level 9, multiplier = 12
10000 = Level 10, multiplier = 11
11000 = Level 11, multiplier = 10
12000 = Level 12, multiplier = 9
13000 = Level 13, multiplier = 8
14000 = Level 14, multiplier = 7
15000 = Level 15, multiplier = 6
16000 = Level 16, multiplier = 5
17000 = Level 17, multiplier = 4
18000 = Level 18, multiplier = 3
19000 = Level 19, multiplier = 2
20000 = Level 20, multiplier = 1
Expansion on universal equipment idea with this setup.
Basically, i'm thinking of 10 levels of equipment, with most of them requiring 5-8 attributes to get to next level
This would encourage players to pump their categorys, and have a few extra attributes to put where they desire.
Side note, we could put very rare spawning "Strength/Willpower/etc Tabs" in.
10 armors
Armor protection values
level 1 armor
Armor = 2 %
Helmet = 1%
Gauntlets = .5%
Boots = .5%
Shield = 1%
level 2 armor
Armor = 4 %
Helmet = 2%
Gauntlets = 1%
Boots = 1%
Shield = 2%
Total of 4% for non fighter classes, 5% for fighter
2nd level armor = 8% for non-fighter, 10% for fighter, so forth for 10 different armors
So with best armor fighter max = 50%, other class max = 40%
Btw im not positive about here, but in SOE, values with percentages are calculated with top armor in ur inventory on down.
So protection wouldnt be as high total amount
say with level 5 armor in that order in your inv
armor = 10%
helmet = 5%
Gaunlets= 2.5%
boots = 2.5%
shield = 5%
the value would get 10% taken off, than 5% of that value, than 2.5% of that value, down the line...
so i think we need to test out the armor first with some values, figure it out how it works, then adjust weapon damages in proportion with armor increases.
Starting Attributes:
I'll start off with say 100 attributes for every class, pre-distributed
btw: base hp for every class = 80, each vitality is worth 1 hp
I did his fairly quickly and without tooo much thought so if you think some things need changing, let me know.
Fighter:
45 - Strength
10 - Agility
20 - Dexterity
5 - Willpower
20 - Vitality
Lancer:
35 - Strength
15 - Agility
25 - Dexterity
10 - Willpower
15 - Vitality
Rogue:
20 - Strength
25 - Agility
35 - Dexterity
10 - Willpower
10 - Vitality
Thief:
25 - Strength
35 - Agility
25 - Dexterity
5 - Willpower
10 - Vitality
Mage:
15 - Strength
20 - Agility
20 - Dexterity
45 - Willpower
0 - Vitality
btw I think thief and rogue should definately be able to use level 1 armor, im not sure about mage.
So if we say 20 strength for level 1 armor...
then if did 10 strength for each additional armor,
level 10 armor would = 120 strength. which means 75 of fighters 100 attributs must go into strength to get lvl 10 armor at level 20..
Or possibly 9 strength every armor so lvl 10 armor = 110 strength? aka 35 additionl points to put into dex for there level 10 sword or 30 to put into dex, so swords go up 3 dex req every level?
anyways it needs to be discussed, class by class, i think fighter is easiest to get nailed out, then we adjust lancer, and the other classes.
My basic rough ideas right now are like
this is on 9 attribute per next level item, maybe it should be 9 attribute per next level item, not sure.
sword = 6 strength, 3 dex
lance = 5 strength 4 dex
Bows = 3 strength, 2 agil, 4 dex
daggers = 3 strength, 2 dex, 4 agil
So it will require 81 attributes to get to your level 10 weapon (computed)
This will leave 14 extra to put into armor (strength) or whatever u want
and as far as mage, it should primarly pump willpower, i dont know if we need it to have a melee weapon as long as we have close range spells
level 1 wep = stats of the class starting out ( which depend on weapon) so
level 1 sword = 45 strength, 20 dex
level 2 sword = 51 strength, 23 dex
level 3 sword = 57 strength, 26 dex
level 4 sword = 63 strength, 29 dex
level 5 sword = 69 strength, 32 dex
level 6 sword = 75 strength, 35 dex
level 7 sword = 81 strength, 38 dex
level 8 sword = 87 strength, 41 dex
level 9 sword = 93 strength, 44 dex
level 10 sword = 99 strength, 47 dex
level 1 lance = 35 str, 25 dex
level 2 lance = 40 str, 25 dex
level 3 lance = 45 str, 25 dex
level 4 lance = 50 str, 25 dex
level 5 lance = 55 str, 25 dex
level 6 lance = 60 str, 25 dex
level 7 lance = 65 str, 25 dex
level 8 lance = 70 str, 25 dex
level 9 lance = 75 str, 25 dex
level 10 lance= 80 str, 25 dex
level 1 bow = 20 str, 35 dex, 25 agil
level 2 bow = 23 str, 39 dex, 27 agil
level 3 bow = 26 str, 43 dex, 29 agil
level 4 bow = 29 str, 47 dex, 31 agil
level 5 bow = 32 str, 51 dex, 33 agil
level 6 bow = 35 str, 55 dex, 35 agil
level 7 bow = 38 str, 59 dex, 37 agil
level 8 bow = 41 str, 63 dex, 39 agil
level 9 bow = 44 str, 67 dex, 41 agil
level 10 bow= 47 str, 71 dex, 43 agil
level 1 dagger = 25 str, 35 agil, 25 dex
level 2 dagger = 28 str, 39 agil, 27 dex
level 3 dagger = 31 str, 43 agil, 29 dex
level 4 dagger = 34 str, 47 agil, 31 dex
level 5 dagger = 37 str, 51 agil, 33 dex
level 6 dagger = 40 str, 55 agil, 35 dex
level 7 dagger = 43 str, 59 agil, 37 dex
level 8 dagger = 46 str, 363 agil, 39 dex
level 9 dagger = 49 str, 67 agil, 41 dex
level 10 dagger= 52 str, 71 agil, 43 dex
level 1 armors = 20 str Leather Armor
level 2 armors = 30 str Hard Leather Armor
level 3 armors = 40 str Studded Leather Armor
level 4 armors = 50 str Ring Mail
level 5 armors = 60 str Scale Mail
level 6 armors = 70 str Chain Mail
level 7 armors = 80 str Splint Mail
level 8 armors = 90 str Light Plate
level 9 armors = 100 str Field Plate
level 10 armors= 110 str Full Plate Mail