eXperience point

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Kroah
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Joined: Sun Aug 31, 2003 4:32 pm

eXperience point

Post by Kroah »

Hello everybody !

I play Titans for a while but i don't understand how eXperience point is earned in battle. In a guide of Titans of Steel v1.4 (not warring suns), i saw this:


EXPERIENCE
You will gain more XPs for heavy weapons skill success and less from light weapons.

The formula for experience earned for passing skill checks is:
350 - 3 times what you need - what you rolled
Attack at point blank, 98% chance, you score a 53: XPs = 350 - 3 * 98 - 53 = 3
Attack at maximum range, 2 % chance, you score a 1: XPs = 350 - 3 * 2 - 1 = 343


So the formula is "350-3*x-y"
with x= % of accuracy
and y= rolled dice

but why did i earned only 17 XP with:
x= 69%
y= (at worst 69)
so the minimum XP i should had: 350-4*69 = 74 XP
and i only had 17 XP

Can you explain me how XP works ?
did the level of the Jocks, his skills, the range of the weapon, the type of the weapon change the final result ?
With a called shot at the head (x=35%), i earned around 50 XP... the formulae give 210 XP...
So the formulae must be bad.

Can you give me a light ? :)
Thanx to everyone who could help me.

(sorry for my bad english)
and good work for the "warring suns" version ! that was a long time i hadn't play such a good game (last time was with Battle Tech on Atari ST ;)

Pascal
Silvermane
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Post by Silvermane »

While the formula itself seems correct, you calculation seems to miss the fact that multiplication and division is always performed before addition and subtraction.

350 - 3*x-y = Experience gained

x = chance to hit
y = rolled result

Let's run a few quick examples.

Say your chance to hit is 30%, and you roll a 15.
350 - 3*30 - 15 = 245 XP

It's not 350 - 3*(30-15), which would be 305.

With higher rolls, it gets even more obvious.

Chance to hit: 80, roll result: 70

360 - 3*80 -70 = 50 XP

Always multiply the chance to hit by three before subtracting the actual roll from that.

-Silvermane
I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
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Thorgrim
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Post by Thorgrim »

His calculations were correct Silvermane. He just calculated the *min* XP (when roll=chance to hit , therefore -4*x).

Now, about the formula, I almost took it out of the WS Guide because I couldn't tell if it is still true or not. I asked Larkin a couple of times but he never answered. I'm guessing it was changed.

About how XP works, all those factors you mentioned Kroah are already factored in in your chance to hit, so they influence XP gained in an indirect form sort of way.
Iceman
Kroah
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Joined: Sun Aug 31, 2003 4:32 pm

Post by Kroah »

Thanx for your response Silvermane and Thorgrim :)
Effectively, i multiplied by 4 to have the minimum XP i could earned.

You are right to say that the range mod and the others factors are already "factored" in the %. That's why i don't understand the reason i earn so few XP with called shot at 30% to hit...
Perhaps it's because i'm "regular" and my opponent is "novice". But gain only 20 XP with a called shot is really boring (and 3 XP with a 90% to hit).

Could the game programmer explain the variables entering in the calculation of the XP ? It will be great.

Thanks in advance
Pascal
LarkinVB
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Post by LarkinVB »

Please note that combat xps for firing a weapon are divided by 7/10/14 dependant on weapon class. This is to balance that machine guns with a much higher rate of fire and small space/weight requirements don't gather xps much faster than the heavier weapons. The basic XP formula is the 'standard' one which is often modified.
Kroah
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Joined: Sun Aug 31, 2003 4:32 pm

Post by Kroah »

mmmh... it seems interesting. I use the "pulse laser" to do call shot. Do you know where i can get information on wich weapons class has which mod ?

How is the mod (7/10/14) applied ? is it a division ?

Is it the C/M/S/L range or the category "light/medium/heavy" weapon ?

In fact i was wondering that i could get lot of small laser/machine gun to gain XP quickly and i'm happy to see that it's balanced between weapons.
The basic XP formula is the 'standard' one which is often modified.
Do you know other XP mods ? I'm curious ;)

Thanks Larkin
Hoping you have time to answer :)

Pascal
Thorgrim
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Post by Thorgrim »

Larkin's answer already addressed most of this. It is a division, by 7 for heavy weapons, by 10 for medium weapons, and by 14 for light weapons. A good indication for these weapons' classes is the weapon's weight, which can be checked in the factory when adding weapons to a titan.
Iceman
LarkinVB
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Post by LarkinVB »

Kroah wrote:mmmh... it seems interesting. I use the "pulse laser" to do call shot. Do you know where i can get information on wich weapons class has which mod ?

How is the mod (7/10/14) applied ? is it a division ?

Is it the C/M/S/L range or the category "light/medium/heavy" weapon ?

In fact i was wondering that i could get lot of small laser/machine gun to gain XP quickly and i'm happy to see that it's balanced between weapons.



Do you know other XP mods ? I'm curious ;)

Thanks Larkin
Hoping you have time to answer :)

Pascal
Weapon class is determined by weight/slots and the mod is a division. Another modifier : you will only get half cxp for shooting on prone targets.
Thorgrim
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Post by Thorgrim »

Or shutdown targets? ;)
Iceman
LarkinVB
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Post by LarkinVB »

... sounds good ... ;)
Kroah
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Post by Kroah »

héhé thanks for the explanation !!!

So i know understand why i earned so few XP for a called shot...
A prone target and the division were the factors :)

I have a last question about the XP:
Did this mod apply to a succesfull scan ? (to scan a prone target or not)

Merci beaucoup !
Pascal
LarkinVB
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Post by LarkinVB »

Kroah wrote: Did this mod apply to a succesfull scan ? (to scan a prone target or not)
No
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