MMO:
1. Some random information concerning levels:71500: Required EXP for a 10th level skill132586288: Required EXP for a lvl 100 skill (cr lvl 5050)3212914176: Max total EXP (for level 25250)You gain mining exp at the following rate:30/second + 30*(Mining Level/10).Thus, at level 10, you gain 60 EXP per second; at level 100, you gain 330 EXP per second.At minimum level, it would take you 39 minutes, 44 seconds to get to level 10. (Alternatively, you could be ~level 5 in five minor focuses.) At maximum level, this would take 3 minutes, 37 secounds to achieve.At minimum level, it would take you 107097139.2 seconds to get the maximum EXP possible.That's:1784952.32 minutes29749.2053 hours1239.5502 days3.396028006088 yearsto get to Crafting Level 25250.At maximum level, this would take about one tenth of the time.Of course, things go substantially faster if you focus on more than one Major Focus. But it's still enough grinding to keep the most fervent WoW afficiando busy for a long, long time.A note here: You will NOT have to be a certain level to mine certain elements. However, the chance of your getting these elements is extremely high until you reach that level - I want the player to levelup in order to make items and gather resources more efficiently - not to gather in order to level up.Now, on to something that doesn't involve repetition: AI Camps. I don't know about all of you, but I don't like the way AIs in many MMOs are grouped into small bunches of similar types of enemies. So I came up with this idea: Have AIs grouped into similar-difficulty "camps" comprising multiple types of units. A camp might have the following:5 turrets for defense2 "respawn points"5 soldier enemies5 vehicle enemiesarranged in a defensive formation. The exact number would depend on the number of players (1 per player, so each player will only be handling about ten AIs.) Camps are regenerated sometime after being completely destroyed, so you will get a variety of camp types from easy to fiendishly hard, depending on who's been on. In addition, killing camps will become a strategic battle, as you work together with teammates to destroy a base that would be too difficult for you on your own. AI camps will be as SP as possible; that is, they will try not to update except when necessary. They will use a fixed-pattern AI for normal play, and only synchronize with other players about once a minute. This should keep sync errors from getting out of hand, while allowing the game to maintain an extremely high network speed.Thoughts on any of this? Like it? Have a suggestion? Tell me!
You and ludamad should get together and have some sort of RPG-formula children.
do you have this working in a game yet? O_o;
Some of it. (See previous blog posts, please)