Original Post
Note: this is mostly theoretical, and I thought it was sort of an interesting take on progression.
I posted on my blog not too long ago about the odd idea (in my opinion) of a game in which you would work to level someone else while they work to level up you.
As you get them to a higher level, they are able to do higher level co[font="Arial"]ntent which would give them more experience and would enable them to advance you to a comparative level more quickly. The balance would make it so that the linked players would mostly keep around the same level, and the progression wouldn't be too different from depending on a party to get experience. The main difference would be the mentality since you are directly helping the other player and indirectly helping yourself rather than the other way around (as it is in any normal RPG).[/font]
[font="Arial"]The change in focus would branch down throughout all of the RPG systems. There would be more of an incentive to buy the other player armor rather than to buy yourself armor. Improving the other player in various additional ways would be even more important since there are only so many levels that you could realistically level them up given that their experience requirements would keep increasing while your experience intake would remain the same, but as was mentioned, every little bit extra that you can do to advance them would let them advance you more quickly.[/font]
[font="Arial"]As far as if the other player stops playing, I would imagine that the grouping system would let you break the connection and link with another player who is about the same level. The experience gained for a player while they are logged off would be stored and would only be given to them once they log on. If the other player stops playing then the stored experience would go to the next player that is linked to.[/font]
[font="Arial"]Thoughts?[/font]
[font="Arial"]Edit2: [/font][color="#1C2837"]When a player disconnects he or she will have the choice to either leave the surplus experience that they gained for the other player, or to transfer the surplus exp to the next player they link to (players would have to be about the same level to make the initial link). This is an option in order to prevent griefing and having work lost by being put toward an inactive player, so in a sense no effort is ever "lost". The potential also compels both players to try to keep up with eachother to some extent.
I posted on my blog not too long ago about the odd idea (in my opinion) of a game in which you would work to level someone else while they work to level up you.
As you get them to a higher level, they are able to do higher level co[font="Arial"]ntent which would give them more experience and would enable them to advance you to a comparative level more quickly. The balance would make it so that the linked players would mostly keep around the same level, and the progression wouldn't be too different from depending on a party to get experience. The main difference would be the mentality since you are directly helping the other player and indirectly helping yourself rather than the other way around (as it is in any normal RPG).[/font]
[font="Arial"]The change in focus would branch down throughout all of the RPG systems. There would be more of an incentive to buy the other player armor rather than to buy yourself armor. Improving the other player in various additional ways would be even more important since there are only so many levels that you could realistically level them up given that their experience requirements would keep increasing while your experience intake would remain the same, but as was mentioned, every little bit extra that you can do to advance them would let them advance you more quickly.[/font]
[font="Arial"]As far as if the other player stops playing, I would imagine that the grouping system would let you break the connection and link with another player who is about the same level. The experience gained for a player while they are logged off would be stored and would only be given to them once they log on. If the other player stops playing then the stored experience would go to the next player that is linked to.[/font]
[font="Arial"]Thoughts?[/font]
[font="Arial"]Edit2: [/font][color="#1C2837"]When a player disconnects he or she will have the choice to either leave the surplus experience that they gained for the other player, or to transfer the surplus exp to the next player they link to (players would have to be about the same level to make the initial link). This is an option in order to prevent griefing and having work lost by being put toward an inactive player, so in a sense no effort is ever "lost". The potential also compels both players to try to keep up with eachother to some extent.