Not sure. But I think that XP could return to the game.
But in the form of replacing an unit with a stronger one.
Think Risk/Axis&Allies/ASL.
Either way. I used to have players adjust one of the 4 main statistics of an unit.
Other statistics where never included.
It was very clumsy and very detailed. Eventually, I got to a point where XP was saved up and only spend once a player returned to the point of where the units where created.
Still, adjustments to stats was tracked on the same little whiteboard pieces that also tracked the damage the units received. Meaning, 2 or more cards per unit... which is very clumsy.
Now I was thinking of having a new design being chosen once the units return. It could even be done on creating a new unit.
The new design is the same unit, but several stats are increased. Not just speed, range, damage and health. But also the damage multiplier, accuracy, projectile attributes and body attributes can be changed for the better. Perhaps even a salvo could be changed or the size of the same unit.
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The big problem is. What is a good multiplier of the stats? I mean, a normal unit is worth 100% and costs 100%.
If I require players to gain 10x XP before upgrading this unit. How much power would this unit gain?
Many games have a weird system. And I am not sure what factors work best for my game.
Obviously, cheaper units require less XP.
I don't want to make the XP costs too cheap, because then many units would be getting the upgrade. I rather have these units become hero's.
On a rewarding side not. I think that different designs of the same costs would be neat to implement. Having a thematic upgrade.
I will not be doing ranks though. Because all players will probably start skipping ranks. But the hero variants on the other hand could hold a specific job.
Meat/Fodder, Support, Specialist. Those jobs that are normally done by different units. Can now derive from the same type of unit.
My favorite example would be the riflemen. Where some would have more health. Some would do more damage. And some would start working as snipers. And some for hit'n'run units.
Melee units can't increase their range.
Buildings can't increase their speed.
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I guess the 2 things I like to have your oppinion about would be:
- How much XP is required to level up? And how much would be the factor on the stats be on average?
- Is having multiple designs to choose from a good idea? If so, how many?
So, you guys have an oppinion?
A 1 AP combat will remove 1/3th of the pieces of that battle. Regardles of size of the army. 36 riflemen, 6 tanks. Or in the public version, 6 riflemen, 2 tanks.
The players roll for hits. Then remove the health and pieces.
Duration of a game:
- Full campaign; 1 to 2 weeks (4 days of max 6 hours).
- Forwarded base; 1 to 6 hours.
- Only an army; 20 to 120 minutes.
The XP would be for the forwarded base and the full campaign games. Moving back to base would be on a side note. However, new units too can get the same XP. The XP is a separate resource in my game. Often an entire army returns home, seeing as how all of them are going to get upgrades. That was done in the old version 2 years ago.
So the reinforcements could be an upgraded version.
Army sizes:
- Full campaign; 7 to 21 squads.
- Forwarded base; 3 to 9 squads.
- Only an army; 1 to 3 squads.
I was thinking that the upgraded unit would be like 3 to 5 times stronger? The XP needed somewhere along the lines of 9 to 25 times???
IDK, I am more worried about the XP needed compared to the upgrade the unit receives.
I am not planning to have multipe levels. Since players would micro the hero's. So, one upgrade is all they get.
Although, if there are several paths for an unit to take, that would be an option. I will give you guys an example:
Rifleman; costs 1, health 5, damage 1, accuracy 5, range 2, speed 2
The rifleman is a basic unit that is well balanced in armor and damage.
Upgraded variants:
Rifleman with excellent markmanship; costs 3 (but you pay 1 and XP), health 10, damage 4, accuracy 4, range 3, speed 2
The markmanship rifleman is a supportive type.
Rifleman with heavy armor and a second rifle; costs 3, health 25, damage 2, accuracy 5, range 2, speed 1
The heavy rifleman is a meatshield type.
Rifleman trained for faster movement and close combat; costs 3, health 10, damage 1, accuracy 6, range 2, speed 4, has a melee for secondary weapon, a vibration knife; damage 4, accuracy 5, range 0
The close combat rifleman is a well balanced version with a strong melee weapon. Great for hit and run tactics.
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I hope you guys can see the fun that XP can bring.
This is what my guys do:
They send the army to be trained, back home. Or build a new one. They spend the XP on either the meat/support combination. Or they get that hit and run squad for covert ops.
Now, if the costs equals the XP.
How much XP do you think should be added??