Mackan wrote: ↑Wed, 15. Apr 20, 21:16
Great sheet! Yeah, with the default values pilot leveling is essentially disabled beyond ~2 stars for most activities. As for balancing this mod, I'll probably base it around 4 stars being attainable and 5 stars being much much slower, to the point where you almost have to use seminars. Feels like the best compromise. Just haven't gotten around to it yet, got my attention whisked away while working on a crew academy mod. But I'm almost done with that, just have to finish up a t-file for it.
I'm a noob so I didn't consider it then someone in another thread mentioned how leveling is based on a distribution so I made a fun little sim for playing with said distributions,
https://repl.it/repls/WorthwhileSmugProblems
I noticed that the only fallofs ES used are [0.21, 0.32, 0.43, 0.55, 0.68, 0.7, 0.83, 0.9]. So I just lazily bumped up the piloting fallofs 1-3 ES levels based off that leaving everything vanilla, other than the mining bug fix which you pointed out. An excemption being mining XP which I left as is, since in my head cannon pure miners should plateau early and the L mining fleet leaders would be ex-military like IRL.
I'm new to the X games so I haven't read any dev manifestos but it seems like the games are balanced aroung being single player MMOs with your PC being the server. Which is actually quite cool if it wasn't approaching summer