@ftxcommando said in About the veterancy system:
And for what? There isn’t even a gameplay benefit it’s just some weird philosophical hatred of a machine improving.
Like you even punish aggression more than defense with this.
I care less about realism in games than anyone on Earth. My philosophical hatred is of chaos and complexity. The veterancy system amplifies the advantage gained from winning an even coin-flip fight due to chaos. You get some lab that happens to win a fight and then gets to heal up and win more fights, killing all the engineers you did send protection for. A bomber that gets to make extra passes because it already did a lot of damage. Some experimental coinflip battle as previously mentioned. In any circumstance where the veterancy does something noticeable, it is pretty much always adding insult to injury. I guess it does reward aggression, and is interesting for spectators, but it usually feels random and unfair when it happens to you.
Plus removing the system means there's one less game mechanic you have to learn and keep in your head, tons of code you can delete to improve performance and eliminate complexity, and one less thing to think about when balancing the game. Of course it has already been rebalanced and the code rewritten entirely from scratch, so it would be a shame to remove it now. Should have been removed much sooner.
@ftxcommando said in About the veterancy system:
Yeah? Great. Did you forget that if you took this engagement aggressively you risked donating 40k+ mass to enemy? If you had the better micro, that’s your reward for winning. Stop trying to make the game more into t3 arty war.
So taking the even fight aggressively is the objectively wrong decision and the player who does it should lose the game because they made a major macro error. It is a macro oriented game with a clear defenders advantage bias. If you want to encourage aggressive play, do it through a less chaotic mechanic like reducing the reclaim percentage or something.
@zeldafanboy said in About the veterancy system:
Fuel should be removed, how can an aircraft slowly regenerate fuel by being landed????
Removing fuel seems like a pretty clear cut good idea to me. It doesn't really do anything except make the game more annoying to play. Whatever sort of gameplay was intended with not straying far from carriers/air staging is not how it actually works. You have to keep your air as a blob, and you have to go all over the map to intercept things. Every unit except interceptors have virtually unlimited fuel anyway, so the mechanic has no impact on them. Get rid of fuel and turn all the fuel bars into reload bars so you can micro easier, probably save a little performance as well.