Cyp wrote:
2n = 0, 2, 4, 6…18 (skipping 10?)
Correct
Cyp wrote:
might make it a bit easy to get heroes
Right but I wouldn't anticipate hero's being that much more effective after seeing what the bonuses are. With the current multipliers I think the accuracy and speed bonuses would typically max out somewhere around rank Professional and aren't that beneficial anyways. Hero's would essentially just be able to absorb 48% (6*8 cumulative) extra damage. Maybe other upgrades can be added later once a baseline is established with current bonuses.
To ensure that rank is factored into the game play strategy, I think it's best to significantly reduce the # of kills needed and if anything reduce the bonus multipliers if rank is too overpowering.
I'm trying to think of what scenarios that a droid design is likely to get over 20 kills in one multiplayer game not including sensors/commanders. The only exception are scavenger games where kills are easily accumulated. Besides scavs, 20 kills for one droid without dieing seems like a lot. Plasma cannon probably has the best shot at getting 20 kills. Actually I think what I proposed for sensor/commanders is probably better for regular droids with hero requiring 30 kills (3
n initially then 4
n)
Since the bonuses increment equally per level I think the number of kills needed per level should also increment equally, although I think spacing the higher ranks would be ideal if the bonus multipliers could vary per level.
I'm going to test these ranks using hit-for-hit comparisons to see how much they actually impact droid performance. I just wanted to check if there was anything I needed to be aware of before trying to re-calibrate this.