Talk:Rebalance Proposals
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Quality Factor
Quality Factor Killing a weak viper wheel truck needs not necessarily be rewarded whereas the destruction of a big single building like missile bastion should result in more than one experience point. The attack value (or the production cost) of the destroyed resp. damaged unit should determine the gained experience. This idea is discussed controversial because it would be too hard to gain experience in early stages of the game when only cheep enemy units can be attacked.
Why not take own strength into accout? So when a weak tank kills a weak scavenger unit it gains the usual points. however when killing a strong tank much more points are gained. and when killing weak units with a strong tank you gain near to no points. combined with 'damage instead of kill' this would surely enhance the gaming experience at all levels. (well maybe not for those fighting scavengers with railguns :-) ) —Preceding unsigned comment added by bernstein (talk • contribs)
Right! Thanks! A similar idea came from another user. I just completed the article. --gypakk 19:36, 18 December 2007 (CET)
Fewer Experience Levels
If the number of experience levels is changed, I think it would be a good idea to make it scriptable. I had a glance at the source and as far as I can tell, the experience levels are maintained through a static array in droids.c. Perhaps this array could be generated when loading the game rules. Modders could then define how many experiencelevels they want and how many kills are necessary for each level.


