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Post by swiftfoxmark2 on May 25, 2010 13:00:44 GMT -6
The reason for more experience is because you can train units faster. You could essentially get a unit to it's max level faster if you have a but load of experience. I was responding to your earlier post: If you limit the trainable units to a certain level, there is no point in adding additional experience on to max level champions. In fact, that is probably a cheap way of limiting trainable units to a certain level where the lord can train his or her own military building up where as the others won't be as effective.
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Post by quentinak on May 25, 2010 13:22:41 GMT -6
I like the idea of having some standard units being able to reach level 6. I also think it is a great idea to allow this for units that are better than others because that emphasizes a particular faith's strength in basic units. As for training units, I also like the idea of limiting the maximum level that can be reached for units in a building. I would argue that it should be less than what you mentioned with standard units capped at level 3.5 and champion units capped at level 7.5. If you do this, though, you might want to consider removing the additional experience gained from dungeons for all max level units, not just non-champion units. The only reason to gain more experience for champions is so they can train max level units. 3.5 would be way too low I think. Units will come out pretty weak, such that I'd rather not use them especially when it's later in the game. I probably have a ton of resources by then and can just spam on temple units (eg. dragons and warrior spirit) instead of having to spend tons of effort to level units up from 3.5 to 5 or 6. Too tedious, and I don't see how it adds toward gameplay, so I'm strongly opposed to a decrease to level 3.5. Level 4 or 4.5 sounds. Lvl 6 is attainable by combat xp for certain "weaker" or under-utilized units.
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Post by Boaster on May 25, 2010 14:04:09 GMT -6
Even if the training of units is limited to a certain amount of experience, Champions or Lord class units with a bounty of experience above and beyond their necessary max level experience will be able to train units faster.
Even if, for example, the maximum trainable level of a unit is limited to Level 4, any Champion training units in a freshly reconstructed building will get these units to their maximum allowed level much faster.
For example, a Level 15 Lord will get a Military class unit to Level 3 quicker than a level 10 Lord will. Or a champion with 100,000 experience will confer more experience to trainable troops each turn than a champion with 65,000 experience.
I've been contemplating on what factors should influence the experience Level limit for each unit.
First factor would be difficulty level. Each difficulty level has a value associated with it: easy = 0; medium = 1; hard = 2. What may occur would look similar to this: (max level - difficulty value) + (current turn / 7)/10.
On Hard Mode, with a unit whose Maximum attainable Level is 5, would look like this, assuming current turn is turn 45:
(5 - 2) + (45/7)/10
(3) + (6.4285714285714285714285714285714)/10
3 + 0.64285714285714285714285714285714
Maximum (trainable) Level at turn 45, on Hard: 3.6428571428571428571428571428571, or 3.64.
Of course, on Easy, the maximum level would never be changed. On medium, maximum trainable level would be capped until level 70, effectively. On Hard mode, maximum trainable level would be capped until level 140, effectively.
(5 - 2) + (140 / 7)/10; (3) + (20)/10; 3 + 2 = 5; Maximum Trainable Level is 5.
If a unit's maximum level is 6, their maximum trainable level would be 1 higher than a Level 5 always. So while Orc Spearmen (max lvl 6) would be level 4, Footmen will be level 3 if trained.
Aside from this, this will give the arena's +50% level experience a larger role.
Also, with Knights reaching Level 5, they would get their full level of experience through the Cathedral.
This would also further expand the differences between difficulties, where hard mode will present more of a challenge with trainable level of experience.
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Post by Boaster on May 25, 2010 14:05:19 GMT -6
As far as creatures vs Military units, Creatures will cost you more in money whereas military units may cost you more in time.
Time = money, and money = money.
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Post by swiftfoxmark2 on May 25, 2010 15:00:51 GMT -6
Even if the training of units is limited to a certain amount of experience, Champions or Lord class units with a bounty of experience above and beyond their necessary max level experience will be able to train units faster. Right, I knew that. Makes sense now.
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Post by quentinak on May 25, 2010 15:14:36 GMT -6
As far as creatures vs Military units, Creatures will cost you more in money whereas military units may cost you more in time. Time = money, and money = money. Time also costs me Real life time in training units, which is a major negative, hehe. A higher xp Lord may train faster, and that's helpful. But it's the tedium of having to spend addition time leveling troops up combined with the weakness of the new trainees that I'm concerned about. That said, starting out at lvl 4 isn't so bad. Lower the trainable level for champions to lvl 9 or 8.5 at most. Anything further is too much in my opinion.
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Post by Boaster on May 25, 2010 15:20:36 GMT -6
Lowering the maxmimum trainable level, as I described above will allow for maximum trainables, but after so many turns.
Champions will effectively be max trainable at 8 on Hard mode, until turn 140.
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Post by quentinak on May 25, 2010 15:58:16 GMT -6
Understood, but 140 turns is a very very high # of turns. Games are usually completed way before then (ie. most if not all dungeons cleared + Death and oppose faith defeated), even on Hard mode.
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