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Posted: 22 Jul 2006, 11:03
by colorblind
Well to be precise about the effect of experience, here's the piece of code:

Code: Select all

void CUnit::ExperienceChange()
{
	logExperience=log(experience+1);
	limExperience=1-(1/(experience+1));

	power=unitDef->power*(1+limExperience);
	reloadSpeed=(1+limExperience*0.4);	

	float oldMaxHealth=maxHealth;
	maxHealth=unitDef->health*(1+limExperience*0.7);
	health+=(maxHealth-oldMaxHealth)*(health/oldMaxHealth);
}
As this might be mumbo-jumbo to some of you, I made a few graphs:

Image

The vertical axes are multipliers. So the power is at best doubled, the reload speed is at best 1.7 times better, and the max health is at best 1.4 times higher.
Note that these are limits when the experience goes to infinity, so you'll never get at those numbers.

The accuracy is also increased, but this varies from weapon to weapon.

Posted: 22 Jul 2006, 12:15
by Min3mat
erm....whats power? ;.;

Posted: 22 Jul 2006, 13:35
by CrowJuice
So there is a small difference between a unit with 4 XP and 40 XP? That doesn't sound right. There should be a bigger gain. The curve should be more straight IMO.

Posted: 22 Jul 2006, 13:44
by knorke
Hm, but an Peewee with 100000 health would be a bit strange :shock:
Most units only reach something like 0.4 anyway, maybe 2.0 for some plasma cannons or somthing.
And the curve is quite steep in the beginning, so experience is very usefull in the beginning (the first kills the unit does) but then gets less important as the effect of "OMG i just killed a krogoth!!" wears of after you have done it twenty times.
It makes sense.

Posted: 22 Jul 2006, 14:00
by KDR_11k
If you manage to get a 100000HP Peewee you deserve it.

Posted: 22 Jul 2006, 21:08
by mongus
you cannot get 10k hp peewee, look at what he said, its 1.4 times the starting hp. so in extreme case, if pewee has 1000 hp originally, you will get it up to 1400.


the usual ammount of experience units get after dying.. is around 0.8 and 1

if you are lucky, you can get arty with 1.4 or maybe more.

so.. looking at the chart, when you have a 1 exp unit, the gain is about:

1.35 HP

1.2 Reload speed

1.5 Power.

quite close to peak values, as its a curve.

Posted: 23 Jul 2006, 09:16
by Dragon45
This is true.

There is also an experience peak, probably related to the number of bits avalilable to store unit experience at all. (2^12 prolly) I once played a game on Comet where my brilliant opponents continually sent L1 units at my comm for a solid thirty minutes. After a while, he had a whopping 32.20 experience, with some ridiculous amount of health etc. Prolly could have survived two nukes or something.

Anyway, after it hit that ceiling, the experience wouldnt go any higher.

Posted: 23 Jul 2006, 15:50
by KDR_11k
mongus: that was in a what-if scenario. Even if experience meant a linear growth in power you'd still have trouble getting a unit to survive long enough to do that.

Posted: 23 Jul 2006, 16:55
by Aun
Someone write a patch for mod-controlled exp gain?

Posted: 23 Jul 2006, 16:58
by Snipawolf
Me want, me want! I wanna control how much per shot :P

Posted: 23 Jul 2006, 17:46
by Sgt Doom
I love the system, I have my own pimped out Liche atomic bomber that I pilot myself and lead my air swarms :D

Posted: 23 Jul 2006, 19:40
by Dragon45
No, the problem with a linear summation system is that it *could* get more powerful, over time. Meaning you could potentially have a peewee that could kill a krogoth.

Posted: 23 Jul 2006, 20:36
by KDR_11k
Yes but that Peewee would have to have survived many battles and veteran units would have much higher priority for atztackers in such a situation.

Posted: 23 Jul 2006, 20:45
by hollowsoul
how u meant to tell a single ridicolous high level unit in a group of them & then try to micro to hell & back to kill all the high level ones, before they kill u?


Atm the curve is grand idea, units get experience points & since its a curve it u dont get a unrealistic super peewee.

U think a tank & its crew get so much experience in a real war that there
nearly unstoppable.
Or do they learn how to fix it / reload faster / aim better / work as a unit = slightly better aim, faster at reloading, team-work, driver learns to angle tank better so to deflect rounds (yes this is done in RL & was done in WW2). There all small improvements, but u dont get a super tank in the end

I say leave if as it is, or worse case scenario
make it modable incase some crazy modder wants to change it, they can

Posted: 23 Jul 2006, 20:47
by Snipawolf
I think the curve should get killed off at 3x normal stats :P

Posted: 23 Jul 2006, 21:58
by KDR_11k
U think a tank & its crew get so much experience in a real war that there
nearly unstoppable.


You think there is any material that can withstand a direct hit from a ball of plasma?

Posted: 23 Jul 2006, 22:23
by Min3mat
erm....whats power? ;.;
;.;
it is mod defined though anyway? so if you want a mod where experience means more go ahead
it would be nice if you could have exp calculated on a per hit OR a per unit OR both (bonus XP for every kill, XP per hit)

Posted: 23 Jul 2006, 22:31
by Snipawolf
.1 per shot .8 per kill er something....

and I got a good thing that wouldn't make em grow too fast but always grow..

.15 per level :P
1=1.15
2=1.30
3=1.45
4=1.60
5=1.75
6=1.90
7=2.05
8=2.20
9=2.35
10=2.50
and it could stop their :P

Posted: 24 Jul 2006, 10:54
by Crampman
The experience system is usefull, bit I think it would be nice to also display the number of kills of the units, just like OTA.