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Thread: Idea: Lowering Experience Limits

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  1. #1

    Default Re: Idea: Lowering Experience Limits

    Ok, I wasn't aware that experience was handled differently (despite having played MTWII quite a bit ).

    Feel happier already. Thanks.

  2. #2
    mostly harmless Member B-Wing's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Yeah, experience gains in M2TW are much less significant than in RTW. The only immediately perceivable difference is a +1 bonus to attack at the beginning of each chevron color tier (for lack of a better term). So, a unit's first chevron gives +1 attack, the fourth gives +1 again (for +2 total), and the seventh gives another +1 (for a total of +3).

    Interestingly, ranged attacks do not increase with experience, but I believe some tests have shown that their accuracy increases, which should make up for that.

    I would expect morale increases as well, but I cannot confirm that.

  3. #3
    urk! Member bobbin's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Quote Originally Posted by B_Ray View Post
    Interestingly, ranged attacks do not increase with experience, but I believe some tests have shown that their accuracy increases, which should make up for that.
    I think this is the case in RTW as well but the game incorrectly shows it as a attack increase on the unit cards.


  4. #4
    Member Member Macilrille's Avatar
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    Default Re: Idea: Lowering Experience Limits

    The morale thing is indeed much more realistic. Many a war have shown how veteran units hold where others would break and run. And how a small core of veterans surviving battle after battle continue to do so while Noobs die, and continue to put backbone into their unit. Of course, such vets are more lethal as well, but it is their morale that plays a significant role.

    Imagine standing next to a veteran legionaire, facing eles, naked berserkers or some other scary occurance (even more scary than the mere concept of a battle and consequences of such to your tender flesh) and he just stays calm and tells you it is no big deal- having seen it all before. From talks to veterans of our modern-ish wars I can tell you such means a lot. that, training and the friendship with the other guys in the subunit, a Contubernia fx.
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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Morale is the most important factor anyways on a reasonably good unit. Scary units are so broken and horses so easily break everything.
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  6. #6
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Quote Originally Posted by Macilrille View Post
    The morale thing is indeed much more realistic. Many a war have shown how veteran units hold where others would break and run. And how a small core of veterans surviving battle after battle continue to do so while Noobs die, and continue to put backbone into their unit. Of course, such vets are more lethal as well, but it is their morale that plays a significant role.

    Imagine standing next to a veteran legionaire, facing eles, naked berserkers or some other scary occurance (even more scary than the mere concept of a battle and consequences of such to your tender flesh) and he just stays calm and tells you it is no big deal- having seen it all before. From talks to veterans of our modern-ish wars I can tell you such means a lot. that, training and the friendship with the other guys in the subunit, a Contubernia fx.

    indeed. in fact, here is a very good example of what you are talking about. more recent than EB"s timeframe, but illustrative:
    Spoiler Alert, click show to read: 

    battle of Kolin:
    this regiment, the I leib battalion repulsed repeated cavalry charges from the Austrian army, while covering the retreat of the prussian army.


    still think that the current system isn't perfect, but its a LOT better than no morale system at all.
    Last edited by Ibrahim; 01-29-2010 at 00:02.
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