Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
1) I think a hard xp cap could work. (It works for Training, yes?)
Could well be worthwhile. In the current development version the "standing next to a goblin fort getting shot" bug and the "shooting a lair defender" exploit are both dealt with (in both cases the units will generally run away, though they may attack if they're strong enough to stand a good chance, despite the bombardment damage they've already taken).
I also toned the XP gain rate down to 3%, not due to exploitation, but just because I felt they were gaining a little too high, too quickly. A hard-cap on XP gained though might be a better option for that, or a soft-cap of reduced XP for more experienced units (such that eventually the gain will reduce to 0.01 per shot for high XP units).
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We've also been playing with "Deflection" and "Reflection" mechanics for ranged attacks, which reduce and/or return damage respectively. A spell which allows a unit to reflect a % of the damage from the next ranged attack it suffers has been discussed for the Force sphere, as well as autoAcquire promotions for Melee/Archery units behind city walls with Deflection built in.
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Short term solution - the XP gain rate is set by a % value in the GlobalDefines. That can be set to any value, including 0 which will disable it.