@icedreamer said in About the veterancy system:
I designed the current system, and gotta say I like the sound of option 2. Wish I'd thought of that. It's not quite the same, as it means the distribution of damage from units which regen or get repaired shifts, but tbh that is so ridiculously uncommon I was wrong to take it into account. The cost of the table lookups probably isn't worth it.
xp = (damageDealt / MaxHP) * massCost should do the trick. Probably doable in about 20 minutes by anyone familiar with unit.lua.
I'm still running investigations into those table allocations. As indeed, the scenario you describe is rare and it introduces a lot of allocates in some situations.
For now it is important to first finish up the profiler in a reasonable state, then we can start looking at what really makes the sim tick