Expansion of the veterans system.
An expansion of the experience bar cap is proposed, along with an adjustment to the required amount of mass to reach subsequent levels of progress.
The proposal is based on ideas and their implementations in various projects. Much of this comes from the veterancy reward concept for destroyed mass from the FAF developers, another part from the modification in Total Veterancy (by Eni's), and others from other strategy games like C&C, Company of Heroes, etc.
The excessive buffing occurring in Total Veterancy (by Eni's) is proposed to be avoided by reducing the buff effect received with leveling. The effect is reduced every 3 levels.
The experience cap is proposed to be significantly expanded. However, restrictions on the maximum possible unit level should be introduced depending on the tech level.
For example: for T1 – 7 levels, for T2 – 10 levels, for T3 – 13 levels, and for T4 – 16 levels.
For example:
Every subsequent 3 levels, the veterancy effect is 1/3, 1/4, or 1/5 less than the previous 3-level scale step. (Every 3 levels, the veterancy effect is 1/4 or 1/5 less, counting from the previous 3-level scale step.) (These values are approximate.)
Additionally.
In addition to the standard progression, an additional line of buffs is offered for each unit type: land, water, and air. Additional buffs are introduced at a certain level and increase the unit's effectiveness.
For example, for ground units:
- every level, speed increases by 1%.
- every 2 levels...
- every 3 levels, damage and range of all the unit's weapons increases by 3%.
- every 5 levels, the unit's defensive field is created or increased by 15% of its durability.
Additionally, for each specific progression level, larger one-time bonuses can be assigned that strengthen the unit that has reached that level.
- at level 7... 9, etc...
This change is intended to diversify the gameplay, where there may be a desire to give units as much veterancy as possible. The introduction of individual buffed units will have little effect on the balance. But with a large number of units with high veterancy levels, an unexpected advantage may appear, all other things being equal.
The idea combines well with the "experience fabricator" presented earlier.