Keeper_GFA
Prince
So thinking more about XP and the cap and such I had a couple of ideas.
1. I know it's from Vanilla, but does it make any sense that a retreating unit gets a point of XP, when the unit which forced the retreat gets nothing? The winner should still get the normal XP for winning.
2. What if XP were granted not on the odds of winning (as it is now) but on the actual difficulty of the fight? So if you kill an opponent while taking no damage, regardless of the odds, you would only receive 1XP. But if you almost died then you would get more XP, even if the odds were 99%+. I don't know the exact numbers for current XP gain, but if you reduce the normal XP gain and then add an extra 1XP for each hit that you take during combat. Now this means that you'll get less XP for a lucky fight, but your tougher units will get more XP when they run into some bad luck.
3. The 100XP cap should really be removed. Any time there is the risk of losing your unit in combat, there should be the reward of XP. Even if it is only a single point.
Using all of these ideas together would make for a more intuitive and less exploitive (exploitative? exploiting?) system for XP gain. IMHO.
And while I'm at it ... Isn't it time we got rid of first strike chances? Drill 1 is one of the worst promotions in the game, half the time (guesstimate) it doesn't do anything at all. Of course, the entire drill line when finished is excellent and we wouldn't want to overpower that even more. So how about the drill line is changed to simply give 1 first strike per level. This makes drill 1 better as it would always have a chance to do damage, but there is little change over the entire drill line of promotions.
1. I know it's from Vanilla, but does it make any sense that a retreating unit gets a point of XP, when the unit which forced the retreat gets nothing? The winner should still get the normal XP for winning.
2. What if XP were granted not on the odds of winning (as it is now) but on the actual difficulty of the fight? So if you kill an opponent while taking no damage, regardless of the odds, you would only receive 1XP. But if you almost died then you would get more XP, even if the odds were 99%+. I don't know the exact numbers for current XP gain, but if you reduce the normal XP gain and then add an extra 1XP for each hit that you take during combat. Now this means that you'll get less XP for a lucky fight, but your tougher units will get more XP when they run into some bad luck.
3. The 100XP cap should really be removed. Any time there is the risk of losing your unit in combat, there should be the reward of XP. Even if it is only a single point.
Using all of these ideas together would make for a more intuitive and less exploitive (exploitative? exploiting?) system for XP gain. IMHO.

And while I'm at it ... Isn't it time we got rid of first strike chances? Drill 1 is one of the worst promotions in the game, half the time (guesstimate) it doesn't do anything at all. Of course, the entire drill line when finished is excellent and we wouldn't want to overpower that even more. So how about the drill line is changed to simply give 1 first strike per level. This makes drill 1 better as it would always have a chance to do damage, but there is little change over the entire drill line of promotions.