About the veterancy system

Vet should be removed, how is a robot better able to repair itself because it killed things? Why does it have more HP? There is a few things to explain why it has more HP.
I like ta's vet system, just says it's a veteran and has a bonus to accuracy.

@veteranashe said in About the veterancy system:

Vet should be removed, how is a robot better able to repair itself because it killed things? Why does it have more HP? There is a few things to explain why it has more HP.
I like ta's vet system, just says it's a veteran and has a bonus to accuracy.

I’d leave it for units such as ACUs/SACUs and Exps as exceptions.

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— Steve Jobs.
My UI Mods

Experimentals are the case where it is most annoying. Say you have 2 opposing experimentals, each with a small number of supporting units, evenly matched. Whichever experimental kills the other one first, through random chaos, gets a veterancy and gains like 10k hp instantly. Your previously even position is now losing because the experimental got the kill first and gained extra HP and regen to clean up the supporting units. Now you have to muster up enough concentrated firepower to stop the experimental, which you probably don't have lying around since it would have been in the fight already. It is about as bad as when killing your opponents ACU gave you a veterancy bonus before the explosion damage was applied and allowed you to win the game.

I suppose this would not really be an issue if experimentals worked the same way every other unit does, but the balance team made it so they vet with only 50% of their own mass killed rather than 200%.

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@thomashiatt said in About the veterancy system:

Experimentals are the case where it is most annoying. Say you have 2 opposing experimentals, each with a small number of supporting units, evenly matched. Whichever experimental kills the other one first, through random chaos, gets a veterancy and gains like 10k hp instantly. Your previously even position is now losing because the experimental got the kill first and gained extra HP and regen to clean up the supporting units. Now you have to muster up enough concentrated firepower to stop the experimental, which you probably don't have lying around since it would have been in the fight already. It is about as bad as when killing your opponents ACU gave you a veterancy bonus before the explosion damage was applied and allowed you to win the game.

I suppose this would not really be an issue if experimentals worked the same way every other unit does, but the balance team made it so they vet with only 50% of their own mass killed rather than 200%.

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.

Can dudes stop with the “heckin realismino” arguments? These only apply when a game is so off base that interactions become counterintuitive to newer players. A unit killing stuff and getting rewarded for it is about as intuitive as bigger number = more gooder. Get a better point.

@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.

You realize that veterancy is a mechanic you factor into these sort of attacks, right? My point is that it existing is what gives a higher push for aggressive actions to be worth doing as it enables a snowball against poorly micro’d or too few units. The existence of other ways to make aggression less punishing doesn’t change the point that it existing promotes more interactive/proactive gameplay now and so removing it without some coherent plan to make up for the loss in interaction is asinine. That’s a bare minimum by the way, I don’t even see the need to think about removing it unless aggression became TOO strong.

Saying “it’s a wrong move” presumes you don’t take the full system of tools available to you into account when gauging your options, which is the actual skill issue not the aggressive move.

removing vet system is so beyond bad actually
imagine having a completely passive game because gun is now pointless and land pushes are insta death

queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

@ftxcommando said in About the veterancy system:

You realize that veterancy is a mechanic you factor into these sort of attacks, right? My point is that it existing is what gives a higher push for aggressive actions to be worth doing as it enables a snowball against poorly micro’d or too few units. The existence of other ways to make aggression less punishing doesn’t change the point that it existing promotes more interactive/proactive gameplay now and so removing it without some coherent plan to make up for the loss in interaction is asinine. That’s a bare minimum by the way, I don’t even see the need to think about removing it unless aggression became TOO strong.
Saying “it’s a wrong move” presumes you don’t take the full system of tools available to you into account when gauging your options, which is the actual skill issue not the aggressive move.

I've never considered veterancy to be such a core mechanic that you should consider it before every engagement, except maybe with the ACU early game. It has pretty much no predictable or measurable effect in normal unit vs unit situations, only ACU and experimentals. If it is something that is supposed to be considered before each engagement then I'm even more in favor of removing it since 99.9% of players already struggle to even consider location, reclaim, and numbers before taking engagements.

Hoping that you micro an experimental better than your opponent doesn't seem like something you should be basing strategic decisions on. Are you supposed to know every player on FAF, how well they micro each specific unit, and hope anonymous matchmaking is never implemented?

The benefits of veterancy system as you describe them are only valid since it was adjusted to be mass based, which you were extremely against at the time. An experimental used to require 100 kills to get a veterancy, so this even battle with superior micro scenario would not have mattered. It would be totally irrelevant in any even numbers scenario. Your argument against moving to the mass based system is that it was unpredictable so you couldn't reason about it while playing, yet now you are telling me it is a core mechanic that you should always consider and are bad if you don't. Removing the system entirely would have about the same effect on gameplay as going back to the previous kill based system.

If you have since changed your mind on that, fair enough.

@rezy-noob said in About the veterancy system:

removing vet system is so beyond bad actually
imagine having a completely passive game because gun is now pointless and land pushes are insta death

Everyone arguing for the removal of veterancy either excluded the ACU from this, or said balance adjustments would have to be made to compensate.

Definitely doesn’t matter in a 50 v 50 tank fight. It does matter for ACU, first t3 units, first t4s.

And yes, you should have a base level of comfort with your own micro. Gauging accurately at what level that micro is, whether u know the other guy or not, is still a matter of skill. Overestimate yourself and you might donate mass, underestimate and you might be too passive.

@thomashiatt said in About the veterancy system:

My philosophical hatred is of chaos and complexity.

Ok that's your problem, I don't want an orderly and simple war game and nobody else does either

@zeldafanboy said in About the veterancy system:

Veterancy rewards skill both on the attacker and defender's side. For the attacker its fairly obvious but for the defender they need to make a decision on how to engage a dangerous unit without giving it too much free mass to kill, i.e Ctrl+k your low tech spam or insufficient defenses before an experimental reaches them.

t1 spam is quite literally the best at not feeding an experimental veterancy lol

@waffelznoob

Pure T1 arty or LAB spam maybe, but tanks or any mixture of units which is a more typical composition not really. They will not do significant damage

idk where you get the confidence from. You should've seen Endranii test monkeylord vs mass equivalent cybran t1 maa, and LOSE. experimentals on their own are not built to deal with 500 units

either way, my point was that t1 spam barely contributes to a T4 vetting, not how much damage t1 would do to t4. sending in 50 t1 tanks into a t4 is only 2.6k mass which isnt much at all considering what a t4 needs for veterancy. it's a good way to stall for time if anything. ctrl k'ing t1 tanks, engineers, and buildings is completely unnecessary.

@ftxcommando said in About the veterancy system:

Can dudes stop with the “heckin realismino” arguments?

Never. I came to this game for this. It's a simulation RTS. Not a lot of these around.

@melanol said in About the veterancy system:

@ftxcommando said in About the veterancy system:

Can dudes stop with the “heckin realismino” arguments?

Never. I came to this game for this. It's a simulation RTS. Not a lot of these around.

The realism card loses all meaning considering it's year 2700 something in the game. There would be nothing strange for single Battleship shell to be able to either detonate on hit or go underwater and detonate in proximity of the submarine. Checkmate, groundfiring submarines stays in the game.

@xiaomao said in About the veterancy system:

The realism card loses all meaning considering it's year 2700 something in the game.

Logic won't break in 700 years. Hence, we have science fiction, where they at least try to explain things.

I love my science fiction where dura omega furitata steel is used to be super lightweight and super 💪 just like in real life

hard science fiction and soft science fiction exist, and supcom is definitely more the latter than the former considering no real explanation of how an ACU or anything else can actually teleport exists.

@ftxcommando "Commander Dyson took a hit. He looked at his wife's picture one last time only to realize he had enough energy to overcharge his opponent. A flash of energy led by a nuclear explosion of his mortal enemy. He instantly got healed and received a boost to his max HP before the nuclear blast could get to him. He will fight another day."

Try selling this one.