Are experienced pools capped? Cap that stuff.

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Stenner

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Just saying. I can't say anything for sure, as we don't know..

But being any country, and saving your xp for leveling then spending all that xp to get all your best or latest equipment to max them out immediately. XP should be good for improving what you have, not looking into the future.

This would go for any country that has the industry to actually produce the improved equipment they would then be able to make, so most of the majors..

The instance I was specifically thinking of was researching 1942 tech, then maxing it out to ~1944/45 tech and giving it to your army over a few months. (however long it would take to equip to your spearhead/elites for a game-ending boost)

Yes I can see this as a tactic that could be viable to finish the game, but not for all your units (land air and sea).

I may be getting ahead of myself, but it could turn someone like America into an even more unstoppable monster. (whether or not that is a desired mechanic for everyone I don't have the know-how or inclination to make).

If I were to retract that idea?

I would be wondering whether the forum thinks it's a good idea as a tactic. (the key being whether or not your industry can equip this tech that is essentially "like" jumping a tech tier from what we know).
 

Axe99

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It depends on how it works which, as you say, we just don't know yet :).

There are a bunch of ways to deal with it, and it's come up in conversation before. You could cap how many times you could improve a characteristic for each item, for example, for each variant, and not allow any more improvements until that variant had seen combat, without having a hard cap on overall experience, or just lock it at so many variant 'ticks' per 'line' per amount of time.

Another approach could be to have exponentially increasing cost for variants applied together (or within a certain time), so the first 'tick' might cost 10 XP, the second 20, the third 40, and so on.

It's also worth noting that while someone is saving up their experience for that 'perfect uber tank/plane/whatever' in 1942, their base model equipment is likely to be being put through the wringer by opponents with better equipment.

Either way, this is the kind of thing that the devs and the beta-testing team will be looking at while they're testing and balancing. It's bound to be tricky, so it might not be 'perfect' at launch, but all being well there won't be any 'easy wins'.
 

Wyrm

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I may be getting ahead of myself, but it could turn someone like America into an even more unstoppable monster. (whether or not that is a desired mechanic for everyone I don't have the know-how or inclination to make).

Well, the US took much british combat experience into account when designing tanks and guns. Heck, the M1 AT-gun was just a US adoption of the QF 6-pounder.
Development of the Sherman tank was heavily influenced a lot by the british cry for lend-lease tanks and british experience with other lend-lease tanks (M3 Stuart and M3 Grant)


As for in game exp, you will not earn so much exp while at peace. This would offset the advantage of being able to save it up for a model you intend to use later.

Something I would like to know though is if you will earn exp from equipment licence-built or exported to allies when it is used in battle. I think it would be realistic if you would.
 

Centurion1973

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IMO, it would be sufficient if cost of upgrades for a unit that was just researched would be increased by 50% and this penalty would decrease by 10% per month - so 5 months after unit was researched, there would no longer be any penalty.

That way, such upgrades will still be possible, but only as expensive exception.
 

Stenner

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I mean we don't know how it is yet.

And there technically are already good xp sinks to balance it (division templates), and making a variant would make them "almost as good" as the next tech tier.

But for that specific scenario, I had the idea that maybe 'Murrica could just stay back, save up, and come in with equipment that's "0.7" above average.

I don't know if that's a lot, I don't know if it matters. I'm not a game designer, and I'm kinda stupid to be honest. I kinda just wanted to hear some discussion on it.

If it /were/ a thing, then having some sort of cap so you'd want to spend the points rather than bank them would be smart to my mind.

Just gettin' antsy for more info and Christmas.
 

Wyrm

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