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Moonphos

[Gameplay] Future use for EXP (Free-play mode)

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Moonphos    20

TL-DR

A Perk-like purchase-able system that uses EXP as a currency. They are all one-use items per session, and can use only up to 3 perks per game.

List of purchase-able perks are near the end of the post.

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I'd like to refer to Excess's Unlocking Characters thread first.

Most players would probably know by now that Kevin is changing the EXP and unlocking system, thus Excess's suggestion for the different ways to unlock characters. You can discuss it further at his thread.

Because I wanted to suggest something else, that may be somewhat similar to tangmcgame's Quirks suggestion.

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EXP as Currency

Given that the EXP system will undergo overhaul, along with the current "Research System", I'd like to suggest to turn EXP into a form of "Currency".

EXP will still be accumulated after death, but it will not have any Experience Bar or anything similar... It will instead be an arbitrary number, a currency that can be spent for unlocking recipes or purchasing resources for the next game. There will be a high limit, or no limit, to the amount of EXP that can be accumulated in total.

Lets call this "Perk"

You can only bring up to a limit of perks (I'm thinking 3 types of perks, max) into the next game, and you cannot purchase it while already in-game. So, as example, you can bring 27 rocks (count as 1 perk), 40 logs and 8 meat, or perhaps 3 different recipes/prototypes (each recipe is counted as 1 perk).

Bringing BASIC resources in lets you have more resources in a single free-play mode (assuming you can't "portal" in a free-play mode).

Bringing recipe/prototypes will automatic unlock that recipe for that game, so during that game, you do not need a bloated resource requirement to unlock that recipe.

There will also be other things available for "purchase" with EXP, such as tangmcgame's suggested Quirks.

Maybe a permanent stats buff, like +5% health, or food value, etc...

HOWEVER - These are NOT unlocks. For every purchase you make, you receive one of the purchased perk as a single-use for the next game: You can buy (I'm just randomly plugging numbers here) - 10x Recipe:Board, 100 Rocks, 1 Buff - You choose to bring Recipe:Board, 23 Rocks, 1 Buff - So you have 9x Recipe:Board and 77 Rocks left in your main menu for the next game.

I'm not too sure if I'm explaining clearly... Think Worms:Revolution - One of the game mode where you buy weapons with in-session currency, and they are mostly one-use only. Something like that with regards to purchasing and usage, except it's after a session to buy, and use (and consumed) for the next session.

To sum it up - EXP rolls in after a session, you buy "perks", you equip maximum of 3 different "perks" mix (resource, recipe, quirk, in any mix), you enter a new session with resource/unlocks/special, your non-session inventory is updated after use of "perks".

Below is a roughly-made example of a list that EXP can "purchase"

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List (Counted as a Perk Slot based on type of item, listed at the back)

> Basic Resources (Things that can be harvested without combat, such as Berry, Carrot, Rock, Flint, etc) - 1 Stack/Perk

> Rare Resources (Things that are more valuable or require combat, such as Gold, Spider's Silk, etc) - 5 Pieces/Perk

> Recipe for Advance Resources (Board, Rope, Cut Stone, Papyrus, ?????) - Recipe/Perk

> Recipe for Advance Tool (Gold tools, Combat, Vanity Hats, Traps, etc) - Recipe/Perk

> Quirks/Traits/Buffs - 1 Piece/Perk

> Unique item (I guess people can go crazy with this option... Yes/No/Maybe?) - 1 Piece/perk

> Data Wipe (Yup, for those LPers who want a wipe-progress button, and those who want to keep restarting for any reason) - Yes/No confirmation, consumed immediately.

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Just some thoughts that were thrown together, so will need to flesh out further...

Recipes for Expert Trades (very late-midgame to end-game) should not be available for purchase. Example like "Recipe:Portal" is not purchase-able, which can only be unlocked in-session via Prototype method.

It's not exactly an achievement or a grind thing, but some players whom require a Goal (I had once an experience in ME3MP wanting to max out all consumables @ 255) or a sense of progress can probably use this as a way to get that kind of sense.

...Thoughts?

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