Production time was probably not the best way to phrase it. I should have said 'build points'. These are constant (with the production time for a unit being worked out by dividing the build points by a factory/research specific value).
So either of those two can be used.
Regards, Freddie.
Experience system for attac units, some changes...
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EvilGuru
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gypakk
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Re: Experience system for attac units, some changes...
YES! That's great!Coincident wrote: If LOW kills LOW (in early game), Q = 100/100 = 1. Hence the experience points would not be affected by the Quality Factor in this case.
Same thing if MID kills MID or HIGH kills HIGH (in later game).
However, if HIGH kills LOW, Q = 100/400 = 1/4. This means that the Heavy Cannon Python Tracks will only get 25% of the usual exp he would get from killing a tank of his own value.
In the same manner, if MID kills LOW, MID only gets 50% of the normal exp.
(...) The LOW unit should be heavily rewarded:
If LOW kills HIGH, Q = 400/100 = 4; LOW will win 400% of the normal exp.
If LOW kills MID, Q = 200/100 = 2; LOW will win 200% of the normal exp.
This quotient method, combined with the previously suggested damage model.
Very realistic! And, I think it's not too hard to get it into the to program...
Life is real - unless declared as integer.
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EvilGuru
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Re: Experience system for attac units, some changes...
Done! Me and coincident did it a couple of weeks ago. The factor is 0.5 <= Q <= 2 (so it is clipped).gypakk wrote: YES! That's great!
This quotient method, combined with the previously suggested damage model.
Very realistic! And, I think it's not too hard to get it into the to program...
Regards, Freddie.
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gypakk
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Re: Experience system for attac units, some changes...
Really, you're too fast!EvilGuru wrote: Done! Me and coincident did it a couple of weeks ago. The factor is 0.5 <= Q <= 2 (so it is clipped).
I just appended the idea to WZ-Wiki:
http://wiki.wz2100.net/Rebalance_Propos ... ity_Factor
Thanks a lot!
Life is real - unless declared as integer.