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Topic ClosedUnit's experience..

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HonoredMule View Drop Down
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Direct Link To This Post Topic: Unit's experience..
    Posted: 11 May 2011 at 15:34
Another thought...it might be prudent to limit that experience based on how it was gained.  For example, experience gained hunting critters shouldn't improve a division's defensive stats.  I suggest this after considering some of the possible ramifications of extended xp harvesting.  It would also be prudent to limit the effect of experience much in the same way as attack/defense stats of commanders are handled (commander's stat contribution may not exceed that of the army as a whole).
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Direct Link To This Post Posted: 11 May 2011 at 06:40
Originally posted by Createure Createure wrote:

The combat system in Illy is already quite finely balanced (I think, or the devs think anyways). We have other more pressing and interesting stuff to look forward to first.


Yes, no hurry, but it would be a good thing to consider at some time, because as HM puts it:

Originally posted by HonoredMule HonoredMule wrote:

Experienced divisions would become something we carefully build and prize highly.


That is exacty what I was aiming at and would enhance gameplay consideraby imo.
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Direct Link To This Post Posted: 10 May 2011 at 18:48
In practical application, the experience would be tied to a division rather than specific units, and it should work thusly:

Each kill made in battle improves the overall experience which is then applied evenly among survivors and new additions equally, as a constant bonus to the division's stats.  Any time a division is emptied, all experience is lost, and any time % units die, % experience is lost.  I think this effectively models how coherent, experienced units are actually formed (even down to sharing experience by pairing new recruits with seasoned professionals, and losing experience by losing some of the recruits and professionals alike) and opens up interesting management possibilities/strategies.  Experienced divisions would become something we carefully build and prize highly.

For this to work, though, we must be able to move divisions in and out of armies, and we should probably be allowed to join/split divisions as well (always splitting experience evenly)--joining/splitting may offer exploit opportunities though, so this would have to be explored and modeled thoroughly.  More legitimately, players could get incredible effect from a small division with high experience.  But they could only do so once, because losing half your troops would also mean loosing half that experience.
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Direct Link To This Post Posted: 10 May 2011 at 14:11
I like this idea.

Sounds very difficult to implement though. Needs more thought as to what factors would influence unit experience.

I used to play an awesome game that used a similar idea, was called Genesis. Each unit type had 5 tiers. During a battle a certain proportion of the troops in an army would be promoted to the next tier, some would be promoted up 2 or 3 tiers. The number promoted would depend on the quantity (or experience/gold upkeep quantity) of the enemy army destroyed. Obviously a certain proportion of troops would also die in the battle, this was slightly weighted towards lower tier troops (rookies are more likely to die) so eventually the force would become higher average rank and stronger, the more battles it fought in (which was counteracted by the influx of new troops into the army).

There was also a building in the city, kinda like barracks, that passively ranked up troops at a very slow rate while they were waiting in the garrison. There was also a couple of researches to increase active and passive troop experience.

I think this idea of using discrete unit 'ranks' is a much better idea than having unit experience (which would rely on a more continuous scale (hence MUCH more data is required to define the status of a unit).

But even so, using a 5 tier ranking idea would almost be like quintupling the total number of player-owned troops, which seems a little hectic to me.

Just my 2-cents. I like the idea but I doubt it'll happen, at least no time soon. The combat system in Illy is already quite finely balanced (I think, or the devs think anyways). We have other more pressing and interesting stuff to look forward to first.
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Direct Link To This Post Posted: 10 May 2011 at 13:46
..in addition to commanders' experience.

Say there is a Cavalry division that has been several times into battle:
they should have better experience than one coming straight out from Jousting Yard.
It could also depend on how many losses are being replaced by new recruits.

Say there are two or more of such Divisions, the more experienced Cavalry's units could be merged in forming a "gold banner" Division.
A "gold banner" should have a slight advantage over a "silver banner" and more so over a "bronze" one.

Yes, I took the idea straight from Rome Total War Wink
and I think that it could be very well applied here.
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