Re: Suggest - Features and Improvements
Posted: Sun Jan 09, 2022 7:50 pm
Been playing Humankind recently noticed a sleek inplementation of unit EXP: the levle of hte unit being capped at 3
Might be something worth considering here as well (whenever that might be relevant) as its probably much easier to balacne the game (or kep the existing balance) if units can only go so far in being better
One particular example where I noticed EXP being an issue was GalCiv: here I would have a few ships that wipe the map from enemies as with each level up they wouldd get stronger and stronger - which felt a bit off compared to brand new ships rolling fo the production line
Effect can be hull, shield regen rate, accuracy, damage output, speed and range: I woudl go with slight hull bonus and considerable accuracy bonus
Meaning experienced ships would have slightly higher staying power and would miss their shots less often which would be espeically important against cloacked or fleeing ships and for large ships with heavy weapons that tend to miss per default at long range
Shield regen is already OP and speed bonus would get experienced ships killed early as the AI would rush forward with these from the cover of the main fleet
Having only a very limited number of EXP levels also helps with conveying the info visually as no numbering is needed (in case of HK its stars which is very fitting and super easy to read)
Might be something worth considering here as well (whenever that might be relevant) as its probably much easier to balacne the game (or kep the existing balance) if units can only go so far in being better
One particular example where I noticed EXP being an issue was GalCiv: here I would have a few ships that wipe the map from enemies as with each level up they wouldd get stronger and stronger - which felt a bit off compared to brand new ships rolling fo the production line
Effect can be hull, shield regen rate, accuracy, damage output, speed and range: I woudl go with slight hull bonus and considerable accuracy bonus
Meaning experienced ships would have slightly higher staying power and would miss their shots less often which would be espeically important against cloacked or fleeing ships and for large ships with heavy weapons that tend to miss per default at long range
Shield regen is already OP and speed bonus would get experienced ships killed early as the AI would rush forward with these from the cover of the main fleet
Having only a very limited number of EXP levels also helps with conveying the info visually as no numbering is needed (in case of HK its stars which is very fitting and super easy to read)