does killing gives experience?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Adam_Taylor

First Lieutenant
124 Badges
Jan 18, 2010
288
35
  • 500k Club
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH
  • Pillars of Eternity
  • Age of Wonders
  • Age of Wonders II
  • Age of Wonders III
  • Age of Wonders: Planetfall Premium edition
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Stellaris
  • Crusader Kings Complete
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • East India Company Collection
  • King Arthur II
  • War of the Roses
  • Heir to the Throne
  • Hearts of Iron III
  • Sengoku
  • Divine Wind
  • Rome Gold
  • For The Glory
  • Victoria 2
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • A Game of Dwarves
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Knights of Pen and Paper 2
  • Dungeonland
  • Teleglitch: Die More Edition
  • Majesty 2 Collection
  • Tyranny: Gold Edition
  • Lead and Gold
  • Warlock: Master of the Arcane
  • Magicka
  • Magicka 2
  • Surviving Mars
  • Pirates of Black Cove
  • Leviathan: Warships
  • The Showdown Effect
  • Cities: Skylines
  • Cities in Motion
  • Cities in Motion 2
All pilots get the same base XP which is increased by mission difficulty.
So on the easiest mission everyone will get 400 XP (I think that's what the base was). On harder ones you might end up with 2000 XP each.

But individual kills and such don't matter.
 

BoogieMan

Second Lieutenant
32 Badges
Sep 24, 2009
161
10
  • Magicka
  • Sword of the Stars
  • Dungeonland
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Backer
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • Stellaris: Ancient Relics
I wonder, was this the right design decision?

I think it was. I don't like having to pass on a turn because another character really needs the arbitrary EXP awarded by delivering the killing blow. Kinda silly if one person can deliver 99% of the damage and someone else gets the last 1% but gets all the credit.

Also, if it wasn't this way your spotters and sensor lockers would get left in the dust.
 

Fox the Apprentice

Major
21 Badges
Feb 26, 2018
529
0
  • Shadowrun Returns
  • Stellaris: Necroids
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Mount & Blade: With Fire and Sword
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
I wonder, was this the right design decision?
Yes. A thousand times yes.

Otherwise objective missions like escort, recovery, and assassination would turn into regular deathmatch as you tried to maximize EXP. Players who played the objective like a good mercenary would be punished with less experience.

You are there on the planet to do a mission. You do the mission as best you can, and get EXP for it. If you want to be more efficient at getting EXP, then you get more efficient at doing the missions. That's how it should be!
 

CavScout

Major
50 Badges
Apr 15, 2003
513
175
Visit site
  • Hearts of Iron IV: Death or Dishonor
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: El Dorado
I wonder, was this the right design decision?
I think so. That way pilots can be focused on roles and not kill farming. My scouts w/sensor lock should not lose out by spotting targets for the missile boats.
 
Last edited:

Adam_Taylor

First Lieutenant
124 Badges
Jan 18, 2010
288
35
  • 500k Club
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH
  • Pillars of Eternity
  • Age of Wonders
  • Age of Wonders II
  • Age of Wonders III
  • Age of Wonders: Planetfall Premium edition
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Stellaris
  • Crusader Kings Complete
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • East India Company Collection
  • King Arthur II
  • War of the Roses
  • Heir to the Throne
  • Hearts of Iron III
  • Sengoku
  • Divine Wind
  • Rome Gold
  • For The Glory
  • Victoria 2
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • A Game of Dwarves
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Knights of Pen and Paper 2
  • Dungeonland
  • Teleglitch: Die More Edition
  • Majesty 2 Collection
  • Tyranny: Gold Edition
  • Lead and Gold
  • Warlock: Master of the Arcane
  • Magicka
  • Magicka 2
  • Surviving Mars
  • Pirates of Black Cove
  • Leviathan: Warships
  • The Showdown Effect
  • Cities: Skylines
  • Cities in Motion
  • Cities in Motion 2
Yeah, I always prefer fully shared XP over per kill stuff. You're supposed to be working as a team, not having your group each try to kill steal each other for gains.

If it were per kill, then you'd be constantly trying to set up kill shots with specific characters, and your more support oriented characters (ones focusing on scanning and scoring knockdowns) would fall far behind. Plus it never makes sense for one person to do that last tick of damage and suddenly get all the reward for it.

Some games do use a percentage based system. So if one person does 90% of the damage and another does the last 10%, the XP gained is split in the same manner. But that still leads to massive imbalance between party members. You'll have the damage dealers shooting up levels while the tanks and healers get nothing. That's perhaps "realistic" (as if gaming is realistic to begin with), but it's not good for gameplay value.
 

Graf Zeppelin

NATO ante portas
43 Badges
Mar 19, 2006
4.090
19.027
  • Shadowrun Returns
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Victoria: Revolutions
  • Hearts of Iron II: Armageddon
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Pride of Nations
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Stellaris

Socratatus

Captain
5 Badges
Apr 25, 2009
472
13
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
Surprised to see that. Wrong decison in view- Too simple.

In my opinion, Mechwarriors should get an overall pool of experience for a mission, but if one Pilot kills 3 Mechs by himself (as one did in my last misson), he should receive some extra experience for that. Anyone who helped would receive `assistance` experience which would be a little less.
 

Fox the Apprentice

Major
21 Badges
Feb 26, 2018
529
0
  • Shadowrun Returns
  • Stellaris: Necroids
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Mount & Blade: With Fire and Sword
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
Surprised to see that. Wrong decison in view- Too simple.

In my opinion, Mechwarriors should get an overall pool of experience for a mission, but if one Pilot kills 3 Mechs by himself (as one did in my last misson), he should receive some extra experience for that. Anyone who helped would receive `assistance` experience which would be a little less.
Could have all kinds of rewards giving various amounts of EXP, some for assisting actions, some for direct combat actions, etc. It would require a lot of testing to get the balance right, and would add very little to the game.

In the end, your goal is to get the mission done. It doesn't matter if your mechwarrior soloed 3 mechs on a recovery mission if he had to delay the extraction while it happened - better to reward the player for playing the objective.

Rewarding the player for seeking out combat whenever possible is the opposite of what a merc company should be rewarded for. There's already the salvage mechanic for that.
 

kvetcha

Captain
13 Badges
Mar 5, 2018
487
1
  • Crusader Kings II
  • Magicka
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Apocalypse
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings III
Surprised to see that. Wrong decison in view- Too simple.

In my opinion, Mechwarriors should get an overall pool of experience for a mission, but if one Pilot kills 3 Mechs by himself (as one did in my last misson), he should receive some extra experience for that. Anyone who helped would receive `assistance` experience which would be a little less.

In this scenario, my sniper pilot, who sits in the back and shoots AC rounds into downed mechs, would gain more experience than the front-line units that put that mech on the ground to begin with. That's silly.

I could see offering varying amounts of bonus experience for certain accomplishments, like, say a headshot kill on a heavy or assault, a one-shot kill on a light, a sensor lock that results in a same-turn kill, etc.
 

Zenicetus

Captain
23 Badges
May 10, 2016
449
882
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Empire of Sin
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
Surprised to see that. Wrong decison in view- Too simple.

Well, if you've played a game like the XCOM reboot where it's per-soldier, you'll see how much this leads to micro-managing fresh recruits to get them enough kills. That can be annoying.

It doesn't make sense to put the least experienced grunt with the poorest initial aim and survivability up front, to get the most kills. You can lose a lot of recruits that way. It can also lead to time-wasting and dangerous maneuvers like trying to hold back the last killing shot on an enemy unit, so the scrub can get the final shot for the XP.

I much prefer this system where it's considered squad-level XP just to be in combat together, and rewarding support efforts like scouting.
 

CavScout

Major
50 Badges
Apr 15, 2003
513
175
Visit site
  • Hearts of Iron IV: Death or Dishonor
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: El Dorado
Surprised to see that. Wrong decison in view- Too simple.

In my opinion, Mechwarriors should get an overall pool of experience for a mission, but if one Pilot kills 3 Mechs by himself (as one did in my last misson), he should receive some extra experience for that. Anyone who helped would receive `assistance` experience which would be a little less.

Who did more to "kill" the enemy mech? The guy who stripped off the armor and half the internal structure or the guy who one laser finished the mech off?
 

Socratatus

Captain
5 Badges
Apr 25, 2009
472
13
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
Look. I like it realistic. The guy who does the most work naturally gains the most experience. This accounts for real life too. Simply manage your men if you want to spread that about. Heck, you have to do that to some extent if you have more than 4 Mechwarriors.

This has worked fine for multiple games, especially realism-orientated ones and Xcom does it fine.

I also like seeing the people who do the most work get the greatest rewards. Stop being so negative, people. Be more positive.
 

Zenicetus

Captain
23 Badges
May 10, 2016
449
882
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Empire of Sin
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
It's not being negative to point out that micro-managing recruits, so they get enough XP, requires more time and effort. And this game is already getting flack for the pacing of the missions.

The technical issues slowing things down might be improved, but I don't think the missions need to take more turns than they do now. And they would, if you had to micro your recruits for XP.
 

kstanb

Major
45 Badges
Jun 3, 2007
590
0
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Pillars of Eternity
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • 500k Club
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Hearts of Iron III
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
Look. I like it realistic. The guy who does the most work naturally gains the most experience. This accounts for real life too. Simply manage your men if you want to spread that about. Heck, you have to do that to some extent if you have more than 4 Mechwarriors.

This has worked fine for multiple games, especially realism-orientated ones and Xcom does it fine.

I also like seeing the people who do the most work get the greatest rewards. Stop being so negative, people. Be more positive.

How do you define most work? just who killed more?

imagine your recon pilot, in a small vulnerable mech, sensor locking and running/ dodging all the bullets and getting hit occasionally., while there is some dude parked far away and just shooting missiles and long range guns.. who worked the most?