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Old December 3rd, 2006, 11:14 AM
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Agrajag Agrajag is offline
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Default Re: Experience tweaking

Quote:
Azhur said:
Currently IMO experience needs some improvement. While it surely gives nice stat raises & heroic ability, it remains as a rather dull feature.
Experience does not give heroic abilities directly, it just gives a higher rating and thus a better chance of enetering the Hall of Fame, all commanders in the Hall of Fame get a heroic ability, that get stronger the longer they stay in the Hall of Fame.

- When normal units reach five stars, they become commanders and gain +5hp.
Even commander version of the same unit doesn't have 5 more hp than the unit version, so +5hp and commander status for a unit sounds way too much.
Also, you don't always want a certain unit to become a hero, since it can be easier to manage as units.
Imagin if your army all turned to commanders in a turn or two (not unlikely since they all fight together), that would be a nightmare to manage!
Maybe make it so XP levels 2 and 5 both give +1hp or something like that, if you insist on +hp


- Commander units gain heroic ability at one and three stars. At five they may gain ?1-?5 magic and a new ability. The ability depends upon the class / race: e.g knights = awe, whereas giants = trample.
Three heroic abilities at level 5? You have seriously gone too far. +Magic is not only insane, it is also unthematic.
A certain special ability specific to that unit type that can only be obtained at level 5 could be acceptable, I suppose.

- At 5 stars, mages produce 1 random magic gem.
This makes some sense, especially as the special ability of the mage mentioned before. Though the gem type should probably be tied to the type of magic the mage knows

- Mindless & Undead don't gain experience. This naturally means, that they need to be buffed up a bit.
[b]Undead have other advantages, but this is not a point I am going to argue with
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