Difference between revisions of "Experience"
(Created page with "= Alternative experience points calculations = An alternative that matches what is done in other monster catching games would be to make level ^ 3 the additional experience p...")
Revision as of 22:46, 10 January 2020
Alternative experience points calculations
An alternative that matches what is done in other monster catching games would be to make level ^ 3 the additional experience points required to increase a level, rather than the total experience points required to be at that level.
You could also have different families of monster to level up at different rates. For example, a stupid, ancient or powerful monster might gain levels more slowly. A clever or weak monster might gain levels more quickly. You could even have monsters that gain levels quickly to begin with, but then take more time; or vice versa.
Here are five suggested formulas:
|Slow||(level ^ 3) * 0.8||Dinosaurs, dunces, golems, giants, legends|
|Medium||(level ^ 3)||Domesticated animals, predators|
|Fast||(level ^ 3) * 1.25||Rodents, insects, fish, magical creatures|
|Slow-then-fast||(level ^ 3) * (1.3 – (level/180))||Aliens, dragons, oddities|
|Fast-then-slow||(level ^ 3) * (0.75 + (level/180))||Starter monsters, team staples, humanoids|
Experience Points Given formula
This could be as simple or complicated as we want to make it.
I suggest a simple formula:
Experience Points Given = Life Stage multiplier * (defeated monster’s level ^ 2)
Life Stage multiplier: Original stage = 2, Middle stage = 3, Final stage = 5
Because Experience Points Given is based on level squared but Experience Points to Level Up is based on level cubed, monsters of higher level will require more battles to level up – all things being equal.
However, the life stage multiplier is important here, because Middle and Final stage monsters will become more common, and Original stage monsters less common, as monsters are higher level. This goes some way towards reducing this effect – but does not wholly eliminate it.
This is by design – players progress quickly at first, but then have to work harder for later progress.