2008-06-30, 21:57:52
Another take, let's propose something that does it backwards:
Why not a fixed HP gain per lvl, per tank? This upgrade could be bigger (in %) for earlier tanks (thus making them more of an option if you level up) and less for later tanks, because later tanks usually have more levels. Remember, this is in opposition of a flat % upgrade, which I did not calculate if it was composite, and blatantly favors later tanks.
Example:
Ligth tank: 1000 start, +50 per level (equals to a 5% increase). At lvl 10 (which is a near final time to keep that tank), it,s HP should be 1500.
Thunder tank: 4000 start, +100 per level (equals to 2.5% increase). At lvl 17 (by which time you SHOULD get another tank in most games), that means 5700 HP.
Demon tank: 10000 HP start, +200 per level (equals to 2% increase). At lvl 20 (most games should be over by now), the total HP is 14000.
Like you see, the increase in linear for the tank, but the upgrade (in)effeciency is lesser among tank types, going down the costlier the tank. This is because you will NOT use the benefit of more levels with earlier tanks, thus you should get a bigger bonus. On the other hand, it should not be THAT powerful because the game is geared toward getting new chassis at (nearly) fixed intervals during the game.
This is a modeled after an exponent function. The main problem I see with it is the situations where getting a 3-4 level advantage early game would create a big hurdles for players, whereas the level gain is way slower near the end of the game. But it would counterbalance the (much often) strategy of hoarding cash to quickly upgrade to a tier 2 tank (thunder and above). It is still an huge advantage, but they would NOT be able to one-shot kill or as easly dominate weaker tanks, especially if those have a level advantage.
To better illustrate:
----% of upgrading-------/------------Tank base cost
8%-|--*
----|
7%-|---*
----|
6% |
----|
5%-|-----*
----|
4%-|
----|----------*
3%-|
----|------------------*
2%-|--------------------------------*
----|-------------------------------------------------*
1%-|---------------------------------------------------------------------*
----|________________________________________________
----0......1K....2K....3K....4K....5K....6K....7K....8K....9K....10K....10k +
It should be about 0.5 to 0.75 for a lvl 25 tank (such as infernal and titan).
Mathematically, a 0 cost tank (Tinker thus) should get an infinite HP boost, not quite real, but a few tanks, mostly Tinker and Exploder, could go on with a ZERO HP upgrade per level, because of their radically different approach to hp. This also applies to scout, to a lesser degree (which should get somewehere like a 8% increase).
The rest is up to common sense and a good excel sheet. Every value will be inputed by hand anyway in the map.
Well, you get the point. (And damn that was hard to format this table into a post!!!!!)
I did vote "yes". Does it shows :-)
PS: YEAH! 100th post!
Why not a fixed HP gain per lvl, per tank? This upgrade could be bigger (in %) for earlier tanks (thus making them more of an option if you level up) and less for later tanks, because later tanks usually have more levels. Remember, this is in opposition of a flat % upgrade, which I did not calculate if it was composite, and blatantly favors later tanks.
Example:
Ligth tank: 1000 start, +50 per level (equals to a 5% increase). At lvl 10 (which is a near final time to keep that tank), it,s HP should be 1500.
Thunder tank: 4000 start, +100 per level (equals to 2.5% increase). At lvl 17 (by which time you SHOULD get another tank in most games), that means 5700 HP.
Demon tank: 10000 HP start, +200 per level (equals to 2% increase). At lvl 20 (most games should be over by now), the total HP is 14000.
Like you see, the increase in linear for the tank, but the upgrade (in)effeciency is lesser among tank types, going down the costlier the tank. This is because you will NOT use the benefit of more levels with earlier tanks, thus you should get a bigger bonus. On the other hand, it should not be THAT powerful because the game is geared toward getting new chassis at (nearly) fixed intervals during the game.
This is a modeled after an exponent function. The main problem I see with it is the situations where getting a 3-4 level advantage early game would create a big hurdles for players, whereas the level gain is way slower near the end of the game. But it would counterbalance the (much often) strategy of hoarding cash to quickly upgrade to a tier 2 tank (thunder and above). It is still an huge advantage, but they would NOT be able to one-shot kill or as easly dominate weaker tanks, especially if those have a level advantage.
To better illustrate:
----% of upgrading-------/------------Tank base cost
8%-|--*
----|
7%-|---*
----|
6% |
----|
5%-|-----*
----|
4%-|
----|----------*
3%-|
----|------------------*
2%-|--------------------------------*
----|-------------------------------------------------*
1%-|---------------------------------------------------------------------*
----|________________________________________________
----0......1K....2K....3K....4K....5K....6K....7K....8K....9K....10K....10k +
It should be about 0.5 to 0.75 for a lvl 25 tank (such as infernal and titan).
Mathematically, a 0 cost tank (Tinker thus) should get an infinite HP boost, not quite real, but a few tanks, mostly Tinker and Exploder, could go on with a ZERO HP upgrade per level, because of their radically different approach to hp. This also applies to scout, to a lesser degree (which should get somewehere like a 8% increase).
The rest is up to common sense and a good excel sheet. Every value will be inputed by hand anyway in the map.
Well, you get the point. (And damn that was hard to format this table into a post!!!!!)
I did vote "yes". Does it shows :-)
PS: YEAH! 100th post!