ideas about veterancy

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ideas about veterancy

Postby laPPen » 27 Apr 2013, 18:11

First i wanna say this thread is not meant as a suggestion for implementing those ideas directly into the game.
Just some thoughts id like to discuss.

Things should not get op with those veterancy ideas. But it should be more rewarding to keep your stuff alive.

1. Why stop veterancy at 5 star
If i manage to micro a unit to be a superhero why should it stop vetting up.
Maybe let hero units appear bigger, so a 5 star brick with 150 % hp would appear 1.5 times bigger. So ppl can identify them.
I want a 1000 kill brick with 50.000 hp and half the size of the colossus.

2. Why only veterancy for fighting units.
When my factory has produced x tanks it could get veterancy and a buildpowerbuff of 10% for example.
If my mex has produced y units of mass why dont give it a 10% massoutput buff.i think u get the idea

3. Why not making those vet buffs 'fitting' to the unit?
If my tank vets give it more hp, if my arty vets give it a range buff, bomber vet: dps buff, raiding unit vet: speedbuff


4. Why not giving hero abilitys to high veteran units?
For example for 10 star vet my brick gets a t2 flak onboard. My com is level 10 now it gets new boots and moves faster.

I know that those things would need to be handled carefully in order to not be gamebreaking.
So what do you guys think?
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Re: ideas about veterancy

Postby BRNKoINSANITY » 27 Apr 2013, 18:41

I think you have the makings of a hilariously fun mod here.....
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Re: ideas about veterancy

Postby Ze_PilOt » 27 Apr 2013, 19:05

There is such mod already :-)

http://forums.gaspowered.com/viewtopic.php?t=40012

I've stolen some basic ideas while revamping the XP system.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: ideas about veterancy

Postby SC-Account » 27 Apr 2013, 20:01

Bricks getting GC's over time seems a bit illogical to me. I would prefer an endless level up system with a logarithmic buff curve > the higher you get the less % bonus you get. That way veterancy would never stop being useful, but would not be insane either. In addition units could get a heal for each level up - that should make it very rewarding to keep your units alive and leveling without giving you an invulnerable killer army.
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Re: ideas about veterancy

Postby Gorton » 27 Apr 2013, 20:07

I agree with Sc- with all his points
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Re: ideas about veterancy

Postby laPPen » 27 Apr 2013, 20:47

I never said they should look like a gc
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Re: ideas about veterancy

Postby samoja » 27 Apr 2013, 21:00

Personally i never rely understood canon justification for veterancy. That are all just a bunch of robots no, human beings get better with training and knowledge collected, however even if we allowed for a progressive CPU that learns from experience it would be rely easy to copy those files and apply it to all the other units, and it still does not explain how a vet unit can take more punishment and regenerate its hitpoints. We could also argue that veteran units take something from destroyed enemies(like a powercore), but it still does not explain why killing a t1 engie or GC nets exactly the same veterancy. In essence i think veterancy is good gamplay concept but has no real anchor in reality and see no reason why we should buff that already unrealistic complex.
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Re: ideas about veterancy

Postby SC-Account » 28 Apr 2013, 04:10

You got a point there, although killing a GC will already give more vet than killing a T1 engineer.
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Re: ideas about veterancy

Postby Krapougnak » 28 Apr 2013, 08:32

I'm not a big fan of veterancy too, wouldn't the game be better without it ? It can be easily removed with a few lines of code if we wanted to... .
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Re: ideas about veterancy

Postby Mycen » 29 Apr 2013, 18:38

Krapougnak wrote:I'm not a big fan of veterancy too, wouldn't the game be better without it ? It can be easily removed with a few lines of code if we wanted to... .


I don't think the game would be better without it. Veterancy allows a more tactically oriented player to match a more economically oriented player. It emphasizes micro and how tactical maneuvering can be beneficial. It's somewhat artificial, but hey - it's a game.


I've always understood the whole veterancy system to be a more abstract concept, meant primarily to allow experimentals to be fieldable without being utterly obliterated by T1 stuff. I think it's good that you can't realistically counter a T4 bot by pouring out a few hundred tanks with your T3 economy as soon as you see it heading toward you, and it's good that you have to think about whether you want to leave your engineering force in the path of that incoming chicken.

I just wish it was called something other than 'veterancy', because this:
samoja wrote:That are all just a bunch of robots no, human beings get better with training and knowledge collected, however even if we allowed for a progressive CPU that learns from experience it would be rely easy to copy those files and apply it to all the other units,



SC-Account wrote:I would prefer an endless level up system with a logarithmic buff curve > the higher you get the less % bonus you get. That way veterancy would never stop being useful, but would not be insane either.


Going about implementing this change seems like a waste of time to me. That is pretty much how it works now, it's just that the usefulness cutoff is more concrete. But it's the same thing in the end: After a certain point veterancy provides little/no additional benefit.



I think samoja had the best idea when he said:
In essence i think veterancy is good gamplay concept but has no real anchor in reality and see no reason why we should buff that already unrealistic complex.
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