Benefit/detriment for unit involvement in battle

My suggestion is that it would add a lot to the game if, after a battle, the 'battle scars/heroics' reflected in the future capability and availability of the unit.

It is well established that more experienced units perform better than less experienced units. That is incorporated in the game to an extent through the level up process. However the existing system means that you can have the entirely unrealistic situation that a player can 'turtle', level up all of their forces and emerge with a super elite army. This is entirely unrealistic - in WW2 inexperienced units were usually cut to ribbons or at best needed to be protected/heavily supported by experienced units.

It's not all one way though - it would be good if units could not go straight from one battle to another without a penalty for weariness/battle fatigue.

Perhaps the above two elements of battle experience and battle fatigue could be reflected by just one change:

After a battle, the health of a unit temporarily drops 33% (but not below 0), with 11% of that health returned on the next day change, then 11% then next day and all of it returns the next day. If the unit is not used again the next day, a bonus 11% health is returned to reflect the additional experience gained by the unit in battle.

6 Replies

this is called 'upgrading units' you should try it some time.

Fox-Company wrote:

this is called 'upgrading units' you should try it some time.
also damage from battles does slow down units.

Fox-Company wrote:

Fox-Company wrote:

this is called 'upgrading units' you should try it some time.
also damage from battles does slow down units.
also the upgrading system was based on real-life, so its balanced, some one can have a 'super elite army' because they didn't attack, i would call that smart thinking, common sense, if you please, but really the game is fine, just my opinion, but Bytro Labs did a great job.

You had so much snark you needed three posts rather than fit it into one.

My point - since you were so ready to fire of three bursts of snark you missed it - is that it's not realistic to turtle your military into level 5 by upgrading through use of resources. I'm saying that should be part only of getting units to elite level - they should have to fight battles as well in order to get there.

javole wrote:

My suggestion is that it would add a lot to the game if, after a battle, the 'battle scars/heroics' reflected in the future capability and availability of the unit.

It is well established that more experienced units perform better than less experienced units. That is incorporated in the game to an extent through the level up process. However the existing system means that you can have the entirely unrealistic situation that a player can 'turtle', level up all of their forces and emerge with a super elite army. This is entirely unrealistic - in WW2 inexperienced units were usually cut to ribbons or at best needed to be protected/heavily supported by experienced units.

It's not all one way though - it would be good if units could not go straight from one battle to another without a penalty for weariness/battle fatigue.

Perhaps the above two elements of battle experience and battle fatigue could be reflected by just one change:

After a battle, the health of a unit temporarily drops 33% (but not below 0), with 11% of that health returned on the next day change, then 11% then next day and all of it returns the next day. If the unit is not used again the next day, a bonus 11% health is returned to reflect the additional experience gained by the unit in battle.

No offense but this is one of the worst suggestions

javole wrote:

My suggestion is that it would add a lot to the game if, after a battle, the 'battle scars/heroics' reflected in the future capability and availability of the unit.

It is well established that more experienced units perform better than less experienced units. That is incorporated in the game to an extent through the level up process. However the existing system means that you can have the entirely unrealistic situation that a player can 'turtle', level up all of their forces and emerge with a super elite army. This is entirely unrealistic - in WW2 inexperienced units were usually cut to ribbons or at best needed to be protected/heavily supported by experienced units.

It's not all one way though - it would be good if units could not go straight from one battle to another without a penalty for weariness/battle fatigue.

Perhaps the above two elements of battle experience and battle fatigue could be reflected by just one change:

After a battle, the health of a unit temporarily drops 33% (but not below 0), with 11% of that health returned on the next day change, then 11% then next day and all of it returns the next day. If the unit is not used again the next day, a bonus 11% health is returned to reflect the additional experience gained by the unit in battle.

What you suggest makes sense but it has been already implemented by the 15% healing at day change and the units that can upgrade. If we would add more details to the game mechanics it would be too complicated. This games is already complicated enough as it is if you ask me.
BMfox
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