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eXperience point
Posted: Sun Aug 31, 2003 4:47 pm
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
Posted: Sun Aug 31, 2003 7:02 pm
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
Posted: Sun Aug 31, 2003 7:11 pm
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.
Posted: Sun Aug 31, 2003 7:49 pm
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
Posted: Sun Aug 31, 2003 8:14 pm
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.
Posted: Mon Sep 01, 2003 11:48 am
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
Posted: Mon Sep 01, 2003 12:08 pm
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.
Posted: Mon Sep 01, 2003 12:29 pm
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.
Posted: Mon Sep 01, 2003 1:02 pm
by Thorgrim
Or shutdown targets?

Posted: Mon Sep 01, 2003 1:08 pm
by LarkinVB
... sounds good ...

Posted: Mon Sep 01, 2003 3:58 pm
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
Posted: Mon Sep 01, 2003 4:38 pm
by LarkinVB
Kroah wrote:
Did this mod apply to a succesfull scan ? (to scan a prone target or not)
No