Unit Promotions

Any other ideas that does not fit to the specific categories.

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balint
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Troop levels

Post by balint » Sat May 31, 2014 9:12 pm

Every soldier could have a ,,mastery" level. It means, they level up after they gained a given amount of experience points. xp can be gained by hitting enemy (every damage he dealt give 1 xp). Xp could have a meter under the health meter. (starts fron red and the unit level up when full)

Thre mastery level

level 1: need 20 xp to reach. level is shown ob the left side of the unit (where the poisoning, just downer.).
incrase attack 3, health 5, and armors with 1
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dust-n-steel
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Re: Troop levels

Post by dust-n-steel » Sat May 31, 2014 11:49 pm

It's easier when the training skills (strenght, speed) are increased in percent, but i like the idea
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balint
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Re: Troop levels

Post by balint » Sun Jun 01, 2014 6:45 am

I think it would be good, if we can upgrade the hero units (few maps) like this. because they could start at a lower level and reach about level 10
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poeticquestion
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Unit promotion/leveling system

Post by poeticquestion » Thu Mar 12, 2015 11:59 pm

I have an idea of adding a leveling system for the game where units gain experience based on how much enemies they kill to get a new form or increased stats. I get that the game already has tech and thats the way to research new troops, but adding such a system with the current tech would give it some unique strat. Each unit would be more valuable the longer it stays on the field and rewards the player for keeping that unit alive. Killing a promoted unit gives way more experience to the opposing unit that killed it. I also believe each unit has different experience values and those that take longer to train give more experience than what you would make in 1-2 turns. Catapults//buildings/trebuchets/ornos do not gain experience because they are non living units.
I believe this should make the game much more interesting and people would think twice about charging in with thier units in risk of losing valuable troops and giving the opponent ways to level up their own units or succeed and get rewarded with such a powerful units. People will also think about who to kill first and target certain units more than others. In short, you gotta risk it to get the biscuit. :)

Any thoughts about this?
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devinekyle23
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Re: Unit promotion/leveling system

Post by devinekyle23 » Fri Mar 13, 2015 1:17 pm

I think hero units in multilayer with that concept would be cool.
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poeticquestion
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Re: Unit promotion/leveling system

Post by poeticquestion » Fri Mar 13, 2015 4:41 pm

Would probably be too strong if it were to happen. would need to check it out and due some major rebalancing issues if it were to happen, but otherwise, pretty cool. :)
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ollie444
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Re: Unit promotion/leveling system

Post by ollie444 » Fri Mar 13, 2015 6:39 pm

I like it. Maybe 4 different levels:
Normal --- Normal stats
Experienced --- Must kill 2 units. Increased stats by 10% (from normal)
Hardened --- Must kill 3 more units. Increased stats by 25% (from normal)
Veteran --- Must kill 5 more. Increased stats by 50% (from normal)

Ness

Re: Unit promotion/leveling system

Post by Ness » Wed Apr 01, 2015 5:15 am

Experience should be given from damage that unit have taken not from kills

silentz27
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Re: Unit promotion/leveling system

Post by silentz27 » Tue Apr 28, 2015 8:13 am

I think the better is 5 leveling rank
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Re: Unit promotion/leveling system

Post by silentz27 » Sat May 09, 2015 1:25 pm

I think the unit experience name and symbol of rank is this

Normal no rank
Requirement experience 100/100 rank to SQUIRE +1 each ability symbol bronze color (I)
". " 200/200 rank to SOLDIER +2 each ability symbol silver (II)
". " 300/300 rank CAPTAIN +3 each ability symbol gold (III)
". " 400/400 rank VETERAN +4 each ability symbol blue (IV)
". " 500/500 rank LORD +5 each ability symbol violet (V)






Does symbol rank was seen in the bottom left of unit
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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Sat May 09, 2015 4:16 pm

I stand with poeticquestions version,also I personally believe hero units belong in campaigns,last but not least ollies suggestion should be doubled if not tripled I believe, units would become to strong if they are upgraded so soon :?:
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ollie444
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Re: Unit promotion/leveling system

Post by ollie444 » Sat May 09, 2015 6:23 pm

Not really, experienced gives only a little bonus - maybe increase to 3 kills though.
And to be a veteran, you need 10 kills, which is extremely rare and hard to get, even if you try setting things up.
Most units would get on average one kill, right- unless it is more turns, like horses but anyway - This would mean about a quarter (or less) would get experienced, about right I think.

But anyway PQ's idea is valid and I like it too :D

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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Sat May 09, 2015 7:01 pm

I may stand corrected, but we do agree on experience is given through kills rather than damage. I am a strong believer that a strong offense is through a good defense but at the end. The game is won by the number of tc you have by the kills of your offensive movements :!:
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silentz27
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Re: Unit promotion/leveling system

Post by silentz27 » Sat May 09, 2015 10:45 pm

Haha this idea concept to reality bcoz we know that when you unit have rank their become powerfull so when their gained experience and rank up this will be more difficult to enemy or to us but this the most exciting bcoz we must have a great ordinary unit
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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Sun May 10, 2015 2:39 am

Whaaa!!! :( :o :roll:
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poeticquestion
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Re: Unit promotion/leveling system

Post by poeticquestion » Sun May 10, 2015 6:04 am

In my experience, kills are rarely stacked into one unit and is mostly distributed between your offensive party like Ollie said. And my problem with experience gaining with damage dealt is that all units have different attack values and some units could get away lvling faster than others just by basic stats rather than the strategic value of placing your units in a way where the'll be able to get kills and not the die at the same time. I do like the 4-5 rank system but I don't think units tend to live that long enough to make use of it. Maybe 1-2 ranks with the 2nd offering more stats but more kill gains.
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patroid
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Re: Unit promotion/leveling system

Post by patroid » Sun May 10, 2015 6:23 am

Hi
This topic is interesting for me.
For AOWW it is a must. Im AOS you should can disable it.

My idea is that each rank it gets the rank sets ONE (In my opinion maybe random)
+1 or for health+5. It also should heal the unit with 5hp.
That would make able to make very different strategys and also
It would be awesome for campaigns.
The Symbols should be on top right sight that they dunno overwrite
The other icons like poisoned or waypoint.

Here are some ideas for images.


Patroid
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4kill.png
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2kill.png
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patroid
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Re: Unit promotion/leveling system

Post by patroid » Sun May 10, 2015 6:24 am

And three next ranks (if needed)
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Masterkiller.png
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8kill.png
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ejm29
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Re: Unit promotion/leveling system

Post by ejm29 » Sun May 10, 2015 10:00 am

Great images patroid! :)

Darkknight
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Re: Unit promotion/leveling system

Post by Darkknight » Sun May 10, 2015 11:02 am

How about only 2 ranks to not make units that are too powerful
Experienced- 3 kills needed. +2 maximum health, +1 health
Veteran- 5 kills needed. +1 maximum health, +1 attack, +1 health

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ollie444
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Re: Unit promotion/leveling system

Post by ollie444 » Sun May 10, 2015 1:48 pm

How about a new idea... Only swordsmen can get promoted?
They aren't used for much atm...
:|

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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Sun May 10, 2015 2:49 pm

Good idea Ollie, these units are sitting ducks even with the upgrades they have now along with the pikemen. Seeing how most attacks are done with archers and horse units it would help in bringing them up to speed. Would change our strategy in producing them and even getting them close enough for the kill shot, may help in the overall balance?
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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Sun May 10, 2015 2:53 pm

Oh yeah like your rank positioning patroid its right on :)
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Darkknight
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Re: Unit promotion/leveling system

Post by Darkknight » Mon May 11, 2015 10:22 am

How about only units which are free from the start can get promoted

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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Mon May 11, 2015 12:02 pm

Sorry Dark-Knight, free from the start what do you mean?
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RiverRaider 1097
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Re: Unit promotion/leveling system

Post by RiverRaider 1097 » Mon May 11, 2015 12:07 pm

Apology for name Darkknight :oops:
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COOLguy
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Re: Unit promotion/leveling system

Post by COOLguy » Mon May 11, 2015 12:31 pm

RiverRaider 1097 wrote:Sorry Dark-Knight, free from the start what do you mean?
He means the default units. I don't think that makes sense to do it that way.
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silentz27
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Re: Unit promotion/leveling system

Post by silentz27 » Wed May 13, 2015 10:30 am

Its better when we use the numeric symbol us their rank symbol like old times their use that
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poeticquestion
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Re: Unit promotion/leveling system

Post by poeticquestion » Thu May 14, 2015 7:10 pm

Great images patroid. I'd really love to see my idea be given life and implemented if it's possible. If it does get implemented, maybe we could add some random AI units in the map that dont move but guard some TC's. That way, you get rewarded for exploring the map while tat the same time making your units stronger. Just a thought, maybe these Bandit AI could be game changing.
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silentz27
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Re: Unit promotion/leveling system

Post by silentz27 » Tue May 19, 2015 12:56 am

OK that's final image I wish these will be implemented soon as posible
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