[QUOTE=tokamak;226352]What a player rightfully earned is defined within the game, a player has no intrinsic right to xp.
Shattered Horizon only adds the xp after you’re done with the match, it also dresses it up in a fun evaluation chart and it would really fit brink.
An xp bonus isn’t really define, that’s my problem with it. The beauty of giving xp at the end means that players who have invested the most in the game will feel the most compelled to stay until the end. This means that key players have a bigger incentive to stay than unimportant pawns or players who only recently joined.[/QUOTE]
Unless the bonus is worth the same or sometimes more than the regular xp. take for instance MW2 (I hate to bring it up, but their xp system is pretty good). You can usually earn jsut as much XP through your bonus than straight kills. I think (i’d have to check), but in objective based modes the points you earn that count towards winning the gaem are ALL bonus, meaning you would hardly make any XP if you dropped out befroe the end of the match.
So maybe a more fair solution SD can use in Brink could be to award kill xp regardless, but seperate the objective based xp and award it when the match ends. That way if you’re unfortunate enough to lose your connection then you get something.
). A kill is worth, i think, 50xp. If you headshot the guy you get another 50xp. If it was a payback kill throw in another 50xp. If you just came off a long death streak you get another 100xp. Now, let’s say you were palying team deathmatch and thats the only kill you got the whoel game. Your regular xp would only be 50 for the kill. All those bonus points would be listed under bonus xp, and the sum of the two would be the total earned for the game. However, if you quit or get disconnected during the match the only xp you get would be the initial 50xp for that kill.
I’d love to get the Fraudian take on that 

