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FvF - the prequel to Purge

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EXPERIENCE POINTS (XP)

I. EXPERIENCE POINTS OVERVIEW

There are two kinds of XP, team XP and individual XP. Destroying the opposing team's portal or important base constructions gives your whole team experience points. Killing enemy players, healing your team, buffing teammates, etc. will gives you individual experience points. A group of people who play as a team will level up much faster and will last longer than a team of "lone wolf soldiers"; players gain double XP for killing 3 opponents without dying. When you gain enough Experience Points (XP) you progress a level and all your attributes are increased by one point.

Players can choose to play in either FPS or RPG Mode.
In FPS Mode, you start every class with 512000 XP (level 11). When the map changes all player levels and XP are reset to level 11.
In RPG Mode, you initially start every class with 0 XP (level 1). The server saves your XP. On the next map or next time you rejoin the server, your XP and level will be where you left off. XP is also saved every 4 minutes.

II. TEAM XP AND TEAM RATIO

Regardless of a player's location, the entire team gains XP when a team goal is accomplished (see below). This makes the general assumption that all teammates are important to accomplishing the task. The Team XP is adjusted from 50% or 200% depending on your team's ratio to the opposing team. For example, if your team has 10 players but the opposing team only has 8 players, you only earn 80% of the Team XP. However if your team has 12 players and the opposing team has 10 players, you gain 120% Team XP.

III. EXPERIENCE POINT CHART

Activity Experience Points (XP)
Combat  
Purging opponentº 400XP + additional 100XP per level
Purging 2 opponents without dyingº 150% normal XP
Purging 3+ opponents without dyingº 200% normal XP
Destroying Base Constructions  
Individual XP
Destroying opposing Itemª 100XP
Destroying opposing Ion Barrier or Ward

500XP

Team XP (Goals)
Destroying opposing Portal 4000XP (entire team at 1:1 ratio)
Destroying opposing Base Constructions*

2000XP (entire team at 1:1 ratio)

Disarming opposing Nuke or Angelfire 1000XP (entire team at 1:1 ratio)
Upgrading / Re-Supplying  
Healing¹ 2XP (per hitpoint healed)
Giving Ammo² 2XP (per individual ammo)
Upgrading Ally³ 10XP per second of upgrading
Shielding via Nano Generator or Guardian Spirit  
Shielding Portal 4XP per AC (every 15 seconds)
Shielding all Ion Barrier or Ward 1XP per AC (every 15 seconds)
Shielding all other constructions 2XP per AC (every 15 seconds)
Repair Constructions  
Repairing the Portal 0.5XP per hit point repaired
Repairing all other constructions 0.01XP per hit point repaired
Using RADAR or Oracle  
Giving ally use of RADAR or Oracle 10 XP per ally (every 15 seconds)

ª Items include SureShot Implant, CriticalShot Implant, Hyper Rune, Invisibility Rune, Health Pack, Ammo Pack, Faith Healing, & Mana Stone.

* Constructions include Nano Generator, Guardian Spirit, Charge Station, Shrine, RADAR, and Oracle.

¹ Healing either from Health Pack, Faith Healing, Charge Station, or Shrine.

² Giving Ammo either from Ammo Pack, Mana Stone, Charge Station, or Shrine.

³ Upgrading via SureShot Implant, CriticalShot Implant, Hyper Rune, or Invisibility Rune. XP is gained only for upgrading others, not for upgrading yourself.

º Full XP is earned only on opponents of equal or higher level. Opponents of lower level award a percentage XP based on the ratio of their level to yours.

IV. LEVELING CHART

Level XP Needed
1 0
2 1000
3 2000
4 4000
5 8000
6 16000
7 32000
8 64000
9 128000
10 256000
11 512000
12 1024000
13 2048000
14 4096000
15 8192000
16 16384000
17 32768000
18 65536000
19 131072000
20 262144000
21 524288000
 
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