I voted none of the above. XP is huge and it makes a game either incredibly intense or ridiculously out of balance, usually the latter.
XP is gonna be an extremely delicate issue, especially with XP + Campaign mode.
Has anyone noticed yet that part of the reason Axis dominates on the map test is that they almost always have an XP advantage? By map 3/3 or even map 2/3 this makes a HUGE difference in the game, with, for example, one Axis Uber-Medic taking on 4 or 5 Allied PFC’s and holding his own.
Has anyone seen post-game Axis chat that says something like “damn we got owned” or “i couldn’t do anything kept dying so fast”? probably not.
If your team is getting owned, you have less opportunity to earn XP, and if it happens on map 1/3, chances are your team will also lose the next 2 maps, unless the other team stops trying.
That’s a serious game balance issue…
In a lot of games where you have power-ups, there is a ‘catch-up’ balancing factor where the other game entities get a boost to even the odds.
EXAMPLE: Arcade racing games… the game will actually give the other cars a higher top-speed than the lead car, in order to keep the racer bunched and the game exciting.
ANOTHER: Old-school Arcade soccer/football games… when you have the ball you run slower.
ANOTHER: FPS’s… In some CTF games, when you are carrying the flag, you can’t use another ability, like teleporting, or firing your weapon, etc.
All of these are examples of a uphill power curve, where it’s an uphill battle, harder and harder to increase your power or hold your advantage as you get more powerful.
ET’s power curve is the opposite, however. As you and your team gain an XP advantage over the other team, it instead gets easier to press that advantage until one side are completely dominating the other.
So what you have here is the constant potential for a whole campaign to be decided in the first 15 minutes. Once one side gains a huge advantage, the whole other 5/6ths of the campaign are futile for the other team… and that’s not fun for a player on the wrong side.
That kind of a power curve works fine for an RTS or a martial-arts game, where people are supposed to be knocked out of play, but in an FPS, where one team doesn’t even stand a chance, and you got 60 minutes and 2 maps left to play, you got a lot of issues.
… and not exactly good news for a server admin either, who’s trying to foster evenly matched play and regular visitors who enjoy balanced games.
Imagine if in UT2003, if you got the Udamage, and got a kill with it, your max health went up by a point and the clock reset on the Quad, so if you kept killing, you could keep it forever, and also boost your max health to 300, increasing the chance that you’ll keep it. Suddenly the game wouldn’t be about skillfull aiming and combo jumping and weapon selection, it would be about getting that powerup… and if you didn’t get it first, it would be about getting owned over and over again. This is what XP in Wolf is without some kind of mitigating factor.
In short, I’m worried about XP ruining pub servers; and I wouldn’t be surprised if this was a major issue on SD’s task list… how to get XP into the game without XP becoming the whole game.
It might already be too late, 90% of the players and servers out there are Campaign instead of Stopwatch, which is inherently balanced.