This may sound more like a "No DUHHHHHHH" post. But a friend/tester of the alpha to my game was wondering how with a system like this I am still able to have a good idea as to what level a player will be by the time they hit an area.
So I thought I'd post this cheat sheet for those who don't want to spend 2 minutes to do basic division
(This is with default settings)
when 10+ levels above player = 1.9 kills to level
when 9 levels above player = 2.3 kills to level
when 8 levels above player = 2.8 kills to level
when 7 levels above player = 3.5 kills to level
when 6 levels above player = 4.5 kills to level
when 5 levels above player = 5 kills to level
when 4 levels above player = 7 kills to level
when 3 levels above player = 10 kills to level
when 2 levels above player = 12.5 kills to level
when 1 level above player = 14 kills to level
when at same level = 16 kills to level when -1 level below player = 20 kills to level
when -2 levels below player = 25 kills to level
when -3 levels below player = 35.7 kills to level
when -4 levels below player = 76 kills to level
when -5 levels below player = 125 kills to level
when -6 levels below player = 166 kills to level
when -7 levels below player = 250 kills to level
when -8 levels below player = 333 kills to level
when -9 levels below player = 500 kills to level
when -10+ levels below player = 1000 kills to level
My only real issue with this script, is I wish if you set exp/level of a enemy to 0, it still granted no exp (or a fixed amount, like 1exp?). My critters in my game with player lv 1 are granting exp as though there one level below player xD