Forum Discussion
Hi @Reldan71,
What level are your units at when you see the level 9 and 10 enemy units?
While they aren't active yet, we have some Rivals Fairplay features planned that should make the matches feel more competitive and fair. We're also constantly looking at how the game mechanics are working and will adjust them as needed, so if you have any suggestions please let me know!
While I understand the desire to have a progression system that provides measurable benefits for paying real money, the current system of simply making units do more damage and have more health is ultimately unfulfilling. I don't want to win a game because my units pound-for-pound just beat my opponent's, nor do I want to lose a game for the same reason.
What would be competitive and fair would be to simply have units have stats based upon what you designers determine is balanced and fun. My only real suggestions would be:
1) Come up with a different mechanism for what leveling up units does that makes them more interesting rather than simply more powerful. Similar to how TF2 handles weapon balance across its classes. This could play into allowing commanders more control over implementing their specific tactics.
2) Allow a matchmaking queue for Friendly Rules games. Something anybody can play rather than just within Alliances.
You all have created a really fun game that's biggest weakness is that the monetization scheme doesn't allow the gameplay to shine. It's a shame and I know it's not your fault, but having been playing a lot since the debut at E3 this is the least fun it's ever been in spite of what in general are a lot of improvements to other systems within the game.
- 8 years ago
I'll add one thing, and I think this is the crux of the issue with the unit leveling and the flattening since 1.0.
So when a unit levels it gains a boost to both its damage and its health. How much more powerful are we talking? In practice it seems like units get around a 10% buff with a level + gold boosts.
So what's this look like? Let's say we had a unit that did 10 damage and had 100 hp at level 1. At level 2 that unit maybe does 11 damage and has 110 hp. In a fight against a level 1, the level 1 unit has to hit 11 times to get a kill, while the level 2 unit needs 10 hits. A bit of an advantage, but not insurmountable.
The stated change of the linearization of leveling was to make it so each level was the same amount better than the prior level. So how's this look with our example? Well, to be 10% better than level 2, our unit now has to do 12.1 damage and have 121 health. In a fight against a level 1 unit, the level 1 unit now needs 13 shots to kill, while the level 3 needs just 9.
Huh.
That's... a lot more powerful. That's beyond what even a reasonable skill gap is going to be able to close. Since the game effectively has a unit cap, you generally get forced to have to make the most out of a small number of units, and the individual strength of those units matters a great deal. My army of dudes that kill your guys in 9 hits but can take 13 themselves will slaughter you. Heck, at that point I can just walk through your defensive advantage and beat you with the "same" unit you're fielding. And that's just a two level difference.
About Command & Conquer Franchise Discussion
Recent Discussions
- 2 hours ago
- 2 days ago