![]() "Friendly Fire" CAN happen but should entail penalties (FF of Units vs Units or Structs or Emplacements).have a unit with an above-average experience level, get a noticeable boost of abilties." Well besides some smart figuring so a person cannot do like my prior battle comparision and unregularly give a unit experience.but I would like to see a noticeable difference. "Well I know it says that experience makes a difference.Rman Jack on Friendly-Fire * QUOTE (Willis): I will get into things that should be inceased on my next post, but I got a cold right now and need some sleep. Right now I cant say what would be better, my game playing tells me that if you have some kind of ranking system that happens sooner then later, your going to want to keep them units alive, but even if you start with a T1 game and it makes it to T3 odds are your not going to get more then 25 kills per unit so any boost to a units rank might even have to go around that low.So if this was based on 5 kills per 1% increase in rank a Hero would be 20% better at 100 kills. As it is that might be even to many to go up in rank, if you look at a Fighter Pilot they only needed 5 kills to become an ACE, and that in it self was never easy. I think for this to work in multiplayer it would have to be something simple, like for every 10 kills a unit makes they get better in some areas like Strata pointed out by 1% so by the time you got to 100 kills they would be 10% better then a Green unit.For the most part you never saw most of your units go past Green even if you tried to keep them alive in multiplayer, and with the idea of taking the unit limit up over 100 the odds are even more so against one unit becomming better over another, with the way the ranking stands now. Well in multiplayer it was or would be very hard to get 512 kills with one unit to get a Hero, when even in a very long game the most kills you might be getting total is that many. ![]() have a unit with an above-average experience level, get a noticeable boost of abilties.
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