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Experience

The popular host program PHost4 introduces the concept of crew experience. Literally, crews which have been around longer and gained more experience are more effective than newer, less experienced crews. This manifests itself in two ways:

1. Ships and planets with more experienced crew fight more effectively - their weapons hit more often, beams recharge faster, torpedo tubes reload faster, fighters scramble more quickly etc. Experience can make the difference between winning and losing a battle.

2. More experienced crews can use more hull functions of a ship.

Experience can be gained in many ways - a small amount is gained simply by surviving from turn to turn. The training mission increases crew experience, but at the cost of not being able to move anywhere. Combat gains the most experience of all. By default, combat will give the victor 1000 times the ratio of his ship's mass to the enemy's ship mass. See the PHost documentation for the formulae for gaining experience.

Only Academy ships can exchange crew with other ships. This is usually done to boost the experience of the target ship. Academy ships also gain 4x the normal experience from the training mission.

The number of experience levels is configurable, but defaults to 5 (0,1,2,3,4). The exact effects (both combat and hull functions) are also configurable - check your pconfig and ship list documentation.

From PHost 4.1 onwards, the host can be configured to report exact experience point numbers (the default is to report only the current experience level). Also from version 4.1 on, there might be a limit on the maximum amount of experience that a ship can reach (see pconfig for ExperienceLimit). This affects especially Academy ships which cannot reach a virtually infinite experience and then go into combat area and boost all your battleships.

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Page last modified on July 23, 2007, at 10:44 PM