What does it give now? More hp and rof? More damage? That is something, but its not really seen while playing. So you have for example a t1 plasma bot with 0 exp and t1 plasma bot with 2.00 exp, but you cant see that, do you? I mean the effects of it. Cant see the 2.00 exp doing anything better than the 0 exp in the heat of a battle. Why not make that feature better? Would that make defences too strong(porcy game) if they stop continuous spam or stop a big attack? Doing damage to turrets would give more exp?
Every 0.5 exp would give something more to the unit? To a mobile unit? Less to stationary turrets? something unit specific(armor to sumo, range to bertha, and what was it, "self replication to ddm"?)? Or something a player can choose every 0.5(more range, better rof, better armor, no delay until repairs start)? How neat would it be to have experienced and well used t1 plasma bot to be able to go against t2 units for longer than few seconds? Neat yes, stupid looking yes :)
Anyway, even no-delay-self-repair-start at 0.5, better armor at 1.0, longer range at 1.5 would be nice, yes? So you could see the effects? As said, exp now is not really seen on the field, or Im just too stopid to see that. Would that make good players even more good? :/
Making commanders get more bang for exp would be cool too, but that again would give more to good players. Then again, more exp com has, the better it is, but the larger would be the boom, but thats not always a bad thing. Make com slower the more exp it has(the more power it uses)?
Spamming afus and units is still a good simple way to play thou :)
Unit experience
Moderator: Content Developer
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: Unit experience
Tech annihilation used to have a lot of units that could be upgraded when they reached a certain amount of xp (still has some, but way less). Works really cool. It becomes fun to babysit specific units to get upgrades
Re: Unit experience
I never understood why experience was changed from making units shoot more accurately to them having more hp. Somehow more hp translates to them being better able to avoid bullets, but it's really far fetched imo.
Re: Unit experience
Arent the BA machines made from energy and metal by some funny flying dots? So giving more hp by exp would mean metal gets constantly upgraded/repaired by some small flying dots still reserved inside the robot. Hmm isnt exp only gained by giving damage/killing? Hp/armor upgrading should only be received by taking damage, so the units cpu(or whatever similar) learns how to better receive incoming damage.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Unit experience
Higher exp gives more hp, a faster firing rate & better accuracy (iirc).
If you seach for it (e.g. sit a 3xp vanguard next to a 0xp vanguard) it's very noticeable, but since xp accumulates gradually many people don't even realize it's there. Mavericks gain xp especially fast compared to other units and the effect for them is much more noticeable; micro it for a bit and you get a 50% health bonus.
At the moment, the engine has the rate at which xp increases these things as constant across all units, but (I think) this will change in the future and it will become configurable per unit.
If you seach for it (e.g. sit a 3xp vanguard next to a 0xp vanguard) it's very noticeable, but since xp accumulates gradually many people don't even realize it's there. Mavericks gain xp especially fast compared to other units and the effect for them is much more noticeable; micro it for a bit and you get a 50% health bonus.
At the moment, the engine has the rate at which xp increases these things as constant across all units, but (I think) this will change in the future and it will become configurable per unit.
Re: Unit experience
Experience affects health, firing rate and how "powerful" other units consider that unit. When chosing targets units prefer more "powerful" targets, so experienced units are more like to be targeted by enemy.
See here: http://springrts.com/wiki/Modrules.lua#experience for excact math. (BA uses default values)
On weapons it has various effects: Missiles wobble less, guns "spray" less, moving targets are hit more reliable. (aiming ahead of movement)
http://springrts.com/wiki/Gamedev:WeaponDefs
Use browser search function and look for "experience" on that page.
No idea how those are used in BA, for real exact information you have to look at weapon files of BA.
See here: http://springrts.com/wiki/Modrules.lua#experience for excact math. (BA uses default values)
On weapons it has various effects: Missiles wobble less, guns "spray" less, moving targets are hit more reliable. (aiming ahead of movement)
http://springrts.com/wiki/Gamedev:WeaponDefs
Use browser search function and look for "experience" on that page.
No idea how those are used in BA, for real exact information you have to look at weapon files of BA.
With power can define it a bit per unit.At the moment, the engine has the rate at which xp increases these things as constant across all units, but (I think) this will change in the future and it will become configurable per unit.