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Due to the surge of democracy on ХВ, I believe it is necessary to discuss another innovation - unit experience.
Since not everyone has played BT, I will describe it briefly. Thus, upon victory in battle, not only the hero but also the units receive experience. Upon reaching certain experience values, units are promoted through levels that increase their combat characteristics. There are 10 levels in total; at the 10th level, combat effectiveness is approximately doubled.
Low-level units level up faster—troglodytes can reach the 10th level by the middle or end of the 2nd week—while high-level units are slower; angels practically never reach the 10th level.
When merging stacks, the total amount of experience is preserved. For example, if you combine 10 troglodytes with 100 experience and 30 troglodytes with 0 experience, you will get 40 troglodytes with 25 experience.
Advantages:
1) Less dependence on the number of cons-hives. "Pokemon" from 3 caches at the 10th level cut through Dragon Utopia like butter.
2) Encouragement of higher quality play and deep map clearing. A standard amount of clearing does not level up units quickly; many additional battles, chains, fights on several fronts, etc., are desirable. This also reduces dependence on the map layout and increases dependence on skill.
3) Unit leveling is an additional characteristic of a position, just like units, resources, or hero development. An extra characteristic diversifies game strategies, allowing one to either invest in it or, conversely, sacrifice it.
Unit experience was tested for many years in BT and became an integral part of it; almost all serious games featured unit experience. In other words, this feature is good and playable.
Of course, we are not talking about forced implementation; it is proposed to implement this via a checkbox in ХВrulez and, based on the results of testing, decide whether to include this option in regular Tournaments.
Since not everyone has played BT, I will describe it briefly. Thus, upon victory in battle, not only the hero but also the units receive experience. Upon reaching certain experience values, units are promoted through levels that increase their combat characteristics. There are 10 levels in total; at the 10th level, combat effectiveness is approximately doubled.
Low-level units level up faster—troglodytes can reach the 10th level by the middle or end of the 2nd week—while high-level units are slower; angels practically never reach the 10th level.
When merging stacks, the total amount of experience is preserved. For example, if you combine 10 troglodytes with 100 experience and 30 troglodytes with 0 experience, you will get 40 troglodytes with 25 experience.
Advantages:
1) Less dependence on the number of cons-hives. "Pokemon" from 3 caches at the 10th level cut through Dragon Utopia like butter.
2) Encouragement of higher quality play and deep map clearing. A standard amount of clearing does not level up units quickly; many additional battles, chains, fights on several fronts, etc., are desirable. This also reduces dependence on the map layout and increases dependence on skill.
3) Unit leveling is an additional characteristic of a position, just like units, resources, or hero development. An extra characteristic diversifies game strategies, allowing one to either invest in it or, conversely, sacrifice it.
Unit experience was tested for many years in BT and became an integral part of it; almost all serious games featured unit experience. In other words, this feature is good and playable.
Of course, we are not talking about forced implementation; it is proposed to implement this via a checkbox in ХВrulez and, based on the results of testing, decide whether to include this option in regular Tournaments.