Veterancy Overhaul - VetMod

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Veterancy Overhaul - VetMod

Postby IceDreamer » 21 Oct 2015, 23:01

Current Version: V10

Available by searching VetMod on the vault, this is a standalone mod which attempts to address veterancy. It changes three major things:

1 - Changes the arbitrary T1 = 1xp, T2 = 3xp etc system to one where units level up depending on the amount of mass they kill. The numbers are subject to future change of course, but currently, a unit levels up by killing 125% of its own mass. Experimentals require 50% their own mass (This is to keep it closer to the same number of T3 units killed needed to lvl up as currently). ACUs are geared to need the same number of T1 tanks as present to level up (20).

2 - Allows multiple units to take credit for a joint kill. No more having a single T1 tank go to 5 veterancy just because it landed the final shot on that ML.

3 - Replaces the current insta-heal system with a temporary (5 seconds in V1) hyper-regen. In the current game, a unit gets 10% of its default max HP insta-healed and added to max HP, as well as a slight regen boost. This mod hyper-regens 5% of default max HP, increases the max HP bonus to 20%, and gives between 1.5 and 2 times the permanent regen boost as currently.

It is hoped this mod will begin to address some of the game's problems, notably:

Needing to ctrl-k small units to avoid giving free vet.
Experimentals insta-healing on units you forgot to ctrl-k and becoming impossible to stop
Never seeing veterancy on T1 or T2 units, and to a lesser extent T3

The numbers are currently experimental. I'll need feedback to fine-tune them. Give it a go, and get back to me here :)

Good hunting!
Last edited by IceDreamer on 05 Nov 2015, 03:03, edited 7 times in total.
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Re: Veterancy Overhaul - VetMod

Postby Exotic_Retard » 21 Oct 2015, 23:17

overall - not bad.

however i would like to know a little more about how you made it sand such - how did you set the vet thresholds for each unit and how much vet each unit gives

the bar showing exp to next level is quite nice, a bit out of place perhaps but quite nice nonetheless
i would like to see some numbers there
so as a noob i can work out how much vet each unit gives just by observing the game - i.e. notice that t1 tanks give 2 vet or w.e. and things twice their mass cost give twice the vet, ect
also seeing numbers helps a lot with counting to the next vet level - like people often do with acus - you can easily tell how many tank kills are needed atm.

i don't agree with everything in here (semi-insta-heal), but it seems to work as intended so i wont complain... much : D

hope this helps
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Re: Veterancy Overhaul - VetMod

Postby IceDreamer » 21 Oct 2015, 23:33

Take a look at the code. I've put a lot of explanatory comments in along the way to help people understand the new framework if they want to mod it in the future, so you should get a good idea very easily.

The vet levels are not based on xp at all any more, there's no granularity. The only number I can really put on the bar is the % completed I suppose. I need to make a tooltip too. Predicting exactly is going to be tricky, partly because of the non-granularity, and partly because of the credit sharing. My plan is that over just a couple of games, you should be able to get a *feel* for which units give what, it's fairly intuitive because you already know how much most units cost roughly relative to others. I think this will be a good thing overall, shifting vet from something you dedicate time and mental energy to on a handful of units, to something which just happens in the background, which I think is closer to SupCom's ideology.

Absolutely. Testing the framework is most important. It's powerful, robust, and extremely flexible. If the hyper-heal proves not great, it can easily be shifted, back to insta-heal, away to better permanent regen, or to something new altogether. Hooray for flexibility! :)
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Re: Veterancy Overhaul - VetMod

Postby Mot » 22 Oct 2015, 01:01

quick thought on the acu vetting, how would overcharging (solo) a percival or ml affect the vet result? instant 5 star?
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Re: Veterancy Overhaul - VetMod

Postby IceDreamer » 22 Oct 2015, 04:08

Units contribute mass to the ACU on a tech-set scale to avoid exactly that. So T1 provide their 'full' mass, T2 mass/2, T3 mass/3, and Exps/4.
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Re: Veterancy Overhaul - VetMod

Postby IceDreamer » 22 Oct 2015, 17:24

V3 Uploaded. Fixed some bugs in the ACU code. Added some UI text to mark progress better. Added progress bar label.
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Re: Veterancy Overhaul - VetMod

Postby IceDreamer » 22 Oct 2015, 18:33

V4 uploaded. A few more bugs/typos, made the UI round the numbers to nearest integer.
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Re: Veterancy Overhaul - VetMod

Postby IceDreamer » 23 Oct 2015, 03:51

V5 uploaded. Rearranged some code for optimisation.
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Re: Veterancy Overhaul - VetMod

Postby JaggedAppliance » 23 Oct 2015, 04:08

Replacing insta-heal with 5 second hyper regen seems counter-productive. Either you want to get rid of instaheal or you don't, hyper regen is just another version of the same thing.

Veterancy on t2 units is quite common btw. It's not unusual to see early rhinos for example get 20 kills.
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Re: Veterancy Overhaul - VetMod

Postby IceDreamer » 23 Oct 2015, 13:53

A lot of people have been saying this, and be assured it's been noted. At present, I'm looking mainly to get the framework tested, optimised, and any bugs ironed out. Disabling the boost regen and moving to a pure Max HP/Static Regen model is extremely simple when it comes to that.
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