Hey guys, Lars here. Anthony and I have been planning a feature for an upcoming patch and I’d like to solicit some feedback on it.
Basically, some people have mentioned a problem with units that fall behind in experience, either from not being used in battle, or from being recruited late in the game. The problem is, this kind of gets worse as time goes on - the less you use them, the further they fall behind, and so the less you use them.
We’d like to solve this somehow. Anthony and I have been kicking around some ideas for a while, but I’d like to compare notes real quick before we make a final decision.
First, let’s talk about what the guiding principles are.
1) Units should not all wind up at the same level
2) Straggling units should be able to catch up
3) You should be rewarded for using units in battle
4) Big-party and small-party should both be viable strategies
The original hypothesis was that the exponential XP curve would mostly solve this problem. Since it takes more and more XP to level up, a unit that’s ahead gains progress much slower than a unit “catching up” to them, especially if you’re earning large amounts of XP. Generally this seems to work, but it’s not enough to deal with units that are really far behind.
Also, units that you don’t use in battle still get XP, I think by default it’s just 50%. You can tweak this in the accessibility menu if you disagree, and just make everyone get 100%, of course.
It all kind of falls down on number 4. Recruiting level 1 units early in the game isn’t so bad, but by the time you get to NG+, if you haven’t been recruiting people they take forever to get up to speed, which makes them near useless.
[size=14]Proposed solution[/size]
So, I think the root of the problem is recruiting units at level 1, no matter what. It wasn’t always this way - originally, the algorithm was to recruit units at (lowest level unit of that class) minus one. This wound up being a little weird, though - if you recruited multiple units at once, they’d all cascade down. Still, I feel something like that would be better than what we have now.
So, there’s two angles of attack:
1) Fix recruiting so units are at a “reasonable” level to start with
2) Have some option to “train” straggling units up to some maximum level in exchange for scrap
So, just off the top of my head, a possible solution could be:
1) Freshly recruited units start at 25% of Azra’s level (or the highest level unit of that class)
2) Old units can be buy levels in town with scrap through “training.” Up to a max of 75% of Azra’s level (or highest level unit of that class)
Pegging the formula to Azra, or the highest level class unit, avoids the “cascade” effect from going off the lowest-level unit. I think this could be a good starting point, and Anthony and I will work out the details. Do you guys have anything to add? I want to make sure I’m actually solving the right problem before I make a major change like this.