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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.
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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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