Part of your essay is already addressed by my previous post. The moment you make victory a modifier to your xp rather than a flat-rate the validity of your xp-gains becomes more important. This is already in case of an inaccurate xp-distribution system and making it more accurate will only make playing the game more rewarding.
Now, the next point is about rewards rather than skill-measurement but worth discussing nonetheless (although we already had an official thread for this) For permanent unlocks and the way players branch into their rewards I’ve got two points to make:
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Letting a player ‘train’ into certain skillsets (IE improving is accuracy by shooting often, or improving his medic potency by doing more medic stuff) is problematic. This is a way more forceful way of rewarding a player than simply a prominent distribution system. Players will set goals in what they want to reach, their efforts to reach these rewards will compromise the efforts of winning the campaign.
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HOWEVER letting players chose specific perks in which they wish to grow is a great idea. And this is what ties in with the xp.
You need three layers:
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The permanent layer, most relevant to this discussion. Permanent rewards come in the form of boosters. Say each booster is worth a 10% increase in the rate in which you acquire skills in a particular talent tree (offensive combat /defensive combat/ supply management /specific class abilities). Per level up a player receives a booster which he can place on any tree. Having these boosters in place will dictate the rate in which he will specialise during the campaign. So rather than receiving advantages right from the bat, he’ll still have to work for it. But unlike ‘training’ his skills he can still gain the xp from any way he likes.
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The campaign layer: This is the familiar one in ET games. Simply the bonuses acquired throughout the campaign only this time affected by boosters planted in the permanent layer.
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The life layer. Players need to grow in potency during the time in which they’re alive. Think hp rewards, or faster supply regen, or more offensive potency, all subtle advantages that grow at a flat rate from the moment he spawns but also boosted by his in-game efforts. What this is does is that it adds more weight to staying alive. It stops people from frivolously wasting their lives and only making the ultimate sacrifice if it matters. It prompts players to depend on their team-mates more and they’ll be more dependant on their health/ammo and buffs. Furthermore the xp system can take this into account and allow special bonuses for eliminating or reviving /supporting players that have built up a lot of power from the moment they spawned.
Don’t worry, I did indirectly refer to a few things in your post but most of it was just old wine in new bags and not really worth any further elaboration.