![]() Still a minimalist system but that works, as the Support units won't be doing as much killing as the other units. What we are in disagreement on is what qualifies a unit for gaining XP, and if the system is such that it favors fast combat and the "killing power" of units, then Support units will just need less XP gains to level up. I can understand the want for simplicity but I have to agree with Joker's sentiment that the new system might be *too* simple, which might make support abilities feel less rewarding than "bum-rush" Fogcrow Well yes, that's the entire point of the new system - To remove XP milking, which it will do just fine and nobody is in disagreement with that. It would be a bit of a complicated system of deciding if a support action was worthy enough of EXP or not "in the long run", but it beats just counting the support actions and distributing EXP on that. Where Support EXP is calculated during play - the game will record an action such as healing, buffing or debuffing, then calculate a number for the EXP gained for things like Healing units that have critically low HP, which then allows the unit to survive another hit next turn or buffing a unit to have armor penetration or something that allowed your forces to damage a heavy unit or something along those lines. It sounds like a system where you can easily add a second layer of EXP - Support, for instance. ![]() ![]() The system sounds good, from the way Tombles has described - But I would add to it. I think it makes sense from a balancing point of view.
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