We do have a "prestige" code added to the XPMod but it isn't in much use just yet. The "prestige" system has been 90-95% finished. I think with the next Sven Co-op update coming out (version 5.11), we should probably restore all the settings to defaults for all maps, and re-adjust them as we want from there. The XPMod code has changed quite a bit (although the gameplay should be just about the same), so there might need to be some further changes made to compensate as well. The prestige system adds on further health and armor, faster regeneration rates, increases block attack chances, etc. I have just fixed some of the more glaring bugs and we should be able to try out the newer version soon. Adjusting the damage done by enemies is possible to do, but it will be harder to configure the same settings for all of the maps. What would be a lot easier is to limit certain skills or make the xpmod code have different challenges based on what map is being played. With the cvar system I designed to control all the levels of the skills, we can configure the skills per-map. The way I designed the code is so that even though there are limits on a map, it will still count all the XP a player gains on the map (as long as the player has not reached the level limit if the level-up limit has been enabled, or if the level limit is disabled). An example idea I had in mind was to limit skills but make the xp gain more, or have full skills enabled but the xp gain is less (depending on the map). It is just an idea. Any and all ideas are welcome. I am hoping to eventually organize the source code so people can make their own "sub-plugins" that we could use to customize the XP Mod game play even further by adding different skills or abilities using individual plugins.
Another idea I have is to adjust the "skill" of the map by vote if possible, so maybe at the beginning of each map there could be a vote to decide what the type of game play is (easy = max skills limit/unlimited, medium = 2/3 max skill level , hard = 1/3 max skill level, etc)
I thought also about writing a script to automatically adjust the max player skill values based on average player levels, which would handle the skill settings based on the average player level of players currently on the server. Using an automatic adjustment like this may or may not be a good idea lol
Another idea I have is to adjust the "skill" of the map by vote if possible, so maybe at the beginning of each map there could be a vote to decide what the type of game play is (easy = max skills limit/unlimited, medium = 2/3 max skill level , hard = 1/3 max skill level, etc)
I thought also about writing a script to automatically adjust the max player skill values based on average player levels, which would handle the skill settings based on the average player level of players currently on the server. Using an automatic adjustment like this may or may not be a good idea lol