Forged Alliance Forever Forged Alliance Forever Forums 2012-04-22T15:32:25+02:00 /feed.php?f=11&t=1093 2012-04-22T15:32:25+02:00 2012-04-22T15:32:25+02:00 /viewtopic.php?t=1093&p=11409#p11409 <![CDATA[Re: veterancy changes]]>
Plasma_Wolf wrote:
The reason for any unit at the point of vet3 being extremely hard to kill is due to the 30, 40 and 50% direct HP bonus when veterancy is applied. A unit with vet5 is also less valuable than a unit with vet 3 (just think of the ACU. An ACU can still gain up to 90% of it's base HP while it is at vet3, if it is at vet5 already it will never get a huge HP bonus again).

Such a system is not really bad for a non-experimental unit, since they won't get to vet3 so easily and even if they do, a higher tech unit (or a couple of units) can still easily kill it.

When it comes down to experimental units, it's going to be a whole lot different. It would perhaps be a better idea to let the base HP bonuses always be 10% (though for the ACU it should be the same and the max HP can go up to +50% as it is now).

Additionally, the experimental units should get a bonus that is bigger in HP regen, which makes them able to fight longer at the Vet 5 level which they usually reach soon.

The standard units could be changed to get a 10, 20, 30, 40 or 50% firepower bonus instead (though then you should remove the HP bonus). That way they will do more damage when they survive instead of survive longer, making them a more dangerous threat in my opinion.

When doing that, I think the kill requirements could be the same. Also keep in mind that naval units (especially the bombardment ones) can gain a lot of veterancy at this moment too. Giving them the firepower bonus would make them a lot more dangerous than they are now when they get veterancy.

with more firepower you could upset balance quite a bit. Suddenly shields are used EVEN MORE to keep units alive and if a bunch of say destroyers get vet they could just then take over sea very quickly and thats GG.

Statistics: Posted by noobymcnoobcake — 22 Apr 2012, 15:32


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2012-04-22T15:29:22+02:00 2012-04-22T15:29:22+02:00 /viewtopic.php?t=1093&p=11408#p11408 <![CDATA[Re: veterancy changes]]>
Such a system is not really bad for a non-experimental unit, since they won't get to vet3 so easily and even if they do, a higher tech unit (or a couple of units) can still easily kill it.

When it comes down to experimental units, it's going to be a whole lot different. It would perhaps be a better idea to let the base HP bonuses always be 10% (though for the ACU it should be the same and the max HP can go up to +50% as it is now).

Additionally, the experimental units should get a bonus that is bigger in HP regen, which makes them able to fight longer at the Vet 5 level which they usually reach soon.

The standard units could be changed to get a 10, 20, 30, 40 or 50% firepower bonus instead (though then you should remove the HP bonus). That way they will do more damage when they survive instead of survive longer, making them a more dangerous threat in my opinion.

When doing that, I think the kill requirements could be the same. Also keep in mind that naval units (especially the bombardment ones) can gain a lot of veterancy at this moment too. Giving them the firepower bonus would make them a lot more dangerous than they are now when they get veterancy.

Statistics: Posted by Plasma_Wolf — 22 Apr 2012, 15:29


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2012-04-22T13:58:10+02:00 2012-04-22T13:58:10+02:00 /viewtopic.php?t=1093&p=11404#p11404 <![CDATA[Re: veterancy changes]]> Statistics: Posted by noobymcnoobcake — 22 Apr 2012, 13:58


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2012-04-22T12:58:36+02:00 2012-04-22T12:58:36+02:00 /viewtopic.php?t=1093&p=11398#p11398 <![CDATA[Re: veterancy changes]]>
its good that it only really matters to some experimentals and the commander.

it shouldn't be like warcraft where you have to keep every unit alive because every lost unit means your enemys units become stronger. and the longer you can keep your units alive, the stronger they get.

so why bothering with a really unimportant *gimmick* while there is lots of stuff that needs attention first.

Statistics: Posted by Jace — 22 Apr 2012, 12:58


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2012-04-22T11:13:28+02:00 2012-04-22T11:13:28+02:00 /viewtopic.php?t=1093&p=11394#p11394 <![CDATA[veterancy changes]]> Statistics: Posted by noobymcnoobcake — 22 Apr 2012, 11:13


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