Turkey wrote:
I implemented a system that made sense to me as a Sim mod (in the Vault as Shared Experience). It awards XP based on mass cost, and adjusts veterancy such that each unit needs to kill about twice its mass in enemy units fore each level. It also shares experience around attackers based on damage dealt, rounded up.
What I found when playtesting is that experimentals have a huge amount of difficulty leveling with this system. A monkeylord needs to kill nearly 40 harbs, or nearly 400 strikers to vet once. Compared to vanilla, where 50 strikers or 17 harbs will do the trick. This suggests to me that experimentals vet too easily in vanilla, and that the levels should at least be increased. It also suggests that basing the system purely on mass cost might not be ideal, as build time and energy cost are also a factor in a unit's construction. If I had used some combination of build time and mass cost, the ml would level slightly more easily as it has a much lower build cost than its mass in t1-t3 units.
Another thing I noticed was that a UEF scout escorting 2 t1 tanks vetted very fast. It would deal about 4 damage total to something before the tanks would kill it, then get 1 xp due to rounding. Because its mass cost was so low, it would be max vet after only a few targets. The simplest solution to this would be to round xp to the nearest integer instead of rounding up all the time.
I made leveling behave differently, too. Instead of a chunk of HP restored, they get a 5% per level buff to damage, speed, max hitpoints, and current hitpoints. (I left regen untouched). This way, the unit's fractional health remains the same. A unit that levels when nearly dead remains nearly dead, while a unit that vets while healthy can make better use of the health buff. By buffing damage as well, veterancy becomes useful to units which can't take much damage such as sniper bots and artillery (at least in theory. I haven't playtested this aspect much).
That mod sounds really good, it stumbles on the same problems i saw when thinking about this and when i made a few rough calculations.
The idea for a mass based veterancy system is actually a few years old, and the last vet changes were a step into that direction to see how well it works.
Basing something on the build time of exps is fragile, because there is a good amount of people that believes the buildtime of exps is bad and should be changed.
Vees suggestion
Or you'd have to do some slowly growing function like square root instead.
might help to avoid exps becoming unable to vet with a mass based system, but then you might have to kill your t1 tanks to prevent vetting again. Finding a way that prevents both problems might be one of the bigger difficulties with such a change, and if you plan to continue your mod, that would be something i'd focus on.
Finding a way to make vet attractive for units that don't profit from HP is good too, but i agree that touching speed is very dangerous.
Another problem is that you either have to make an exception for ACUs, or change their masscost which can lead to economy crashing when accidently repairing it (thats why it was changed in the past) , though if you keep the energy cost of the ACU very high, this might not become an issue.
The experience sharing is interesting, but doesn't it negatively impact simspeed? If so, thats a huge downside.Statistics: Posted by Zock — 03 Jul 2015, 15:59
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