Being able to retain experience for early game units while upgrading them to larger unit formations would be swell. The way I'd like to see it be done; if you wanted to upgrade a party, you'd have to be in a town (maybe with a training yard, and a blacksmith if metal equipment is required) and it would cost the difference in materials, metal, time, ect. to be able to upgrade. Plus, the experience previously gained by the squad would be split evenly amongst the new squad size. Say, for example, you have a Redwatch party of 3 units and you wanted to upgrade them to a group of 5 units. To produce them, it costs 80 labor and 2 metal per a unit. You are adding two members to the group, so it would require 160 more lablour and 4 more metal. Once ordered, the unit would become inactive until the work order placed on the town's build queue has been completed. The party of 3 members had 150 experience, so that would be cut 3/5ths so that the new 5 member group now has 90 experience, most likely losing level(s). I'd also like to see that kind of system for upgrading the weapons and armour of units, instead of the goofy gold amounts required to do so, presently.
This sounds like an excellent idea for a mechanic that would make unit upgrades both useful and practical. If you have a good unit from the start, at a reasonable cost, it could grow with you.
+1
I like this idea too.
There should be options to upgrade a unit's equipment and a unit's size.
A unit's size would take x% of the time to train a unit, so going from 3 to 5 would be 40%. The unit would lose x% of its xp and de-level as necessary.
A unit's equipment should be 1 turn and a gold cost equal to what it would cost heros for the equipment. Various buildings would discount this cost, and materials would discount 10% per material (so a 3 material city would gave a base -30%)
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