From 788ce0036f6de9a0acec06affbbac1fe3923c790 Mon Sep 17 00:00:00 2001 From: Teifion Date: Fri, 29 Jul 2022 13:12:01 +0100 Subject: [PATCH] RFC 0002 - Factory XP --- active-rfcs/0002-factoryxp.md | 36 +++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 active-rfcs/0002-factoryxp.md diff --git a/active-rfcs/0002-factoryxp.md b/active-rfcs/0002-factoryxp.md new file mode 100644 index 0000000..79f418d --- /dev/null +++ b/active-rfcs/0002-factoryxp.md @@ -0,0 +1,36 @@ +- Start Date: 2022-07-29 +- Reference Issues: None +- Implementation PR: + +# Summary + +Factories to gain experience as units they created gain experience. This experience is then gifted to new units created by the factory. The result will be an established and long-lasting factory which has been doing damage will produce stronger units. + +# Motivation + +This is to encourage: +- Helping to dent the initial advantage of a T2 rush, the T1 player's T1 units won't be as weak as they would have been (though it is worth noting it can also provide an advantage to getting T2 first) +- Forward factories now become targets of value, adding an additional value to taking ground in larger team games +- Helps move value away from pure eco and help dampen the advantage conferred by exponential eco +- Promotes conflict and aggression, even if you don't take ground you will start producing better units + +# Detailed design + +- Factories start (as now) with 0 XP +- On death, a unit sends the XP value back to the factory where it is multiplied by a coefficient (e.g. 0.01) and added to the Factory XP +- Units produced from the factory have their initial XP set based on the Factory XP +- Units track the amount of XP gained since creation to prevent a feedback loop and exploits +- Resurrected units do not recall their factory, thus if XP is ever preserved on resurrected units it would not break this though a resurrected factory would retain it's XP inline with that change were it made + +# Drawbacks + +- Possible slowdowns on mass death (e.g. nukes) +- It would not be immediately obvious this happens and while not a hidden mechanic it would need a guide page added to the site and be added to tutorials +- It may mean in a team game when a good player is matched against a poorer player they may gain a snowball advantage or be able to exploit the situation to better increase their factory experience +- It will discourage factory switching and in smaller games may well reduce unit diversity + +# Alternatives + +- There is no inherent disadvantage in not implementing this, the game works as is +- All other suggestions to curb exponential economic growth hit the economy with a nerf, this would give a buff to the unit production system and may well be better received and less controversial +