Changes between Version 1 and Version 2 of XML.Entity.Traits.Promotion
- Timestamp:
- Apr 10, 2011, 7:20:51 AM (13 years ago)
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XML.Entity.Traits.Promotion
v1 v2 32 32 ''BRIEF DESCRIPTION ::'' This is the entity name of the replacement entity this entity will become when the pre-requisites for transformation are met. 33 33 34 Note that this property does not need to be specified if the replacement entity uses the same naming convention of the current entity. For example, if !NewEntity is not specified, entity name_b will be replaced with name_a, and name_a with name_e.35 36 = Notes: Experiential Upgrade System =37 38 Citizen Soldiers have the unique ability to gain ranks and become more powerful as they gain experience while 'surviving' in the game world. The reasons why we are doing this is the following:39 40 * ensures that the player's most basic units can still serve a purpose in the late game.41 * attachment to individual units to encourage the player to avoid 'cannon fodder' military tactics42 * minimise the number of 'upgrade techs' for an automated upgrade system43 * emulates real life experience (gain skill the more you do something)44 * fluid and dynamic, keeping with the vision of the 'slice in time' concept45 46 34 == Upgrade Ranks == 47 35 … … 70 58 Once a Citizen Soldier accumulates the necessary number of experience points, we perform an entity swap (''!NewEntity'') and clean slate of points. 71 59 72 Citizen Soldiers gain experience in two methods: automatically over a period of time (slow), and by participating in combat. 73 74 ''Time'' 75 76 Citizen Soldiers automatically gain upgrade points for as long as they survive, at a continuous rate of 1 point per second. 77 78 ''Battle'' 60 Citizen Soldiers gain experience by participating in combat. 79 61 80 62 Each unit has a point value (''!UpPoints''). A Citizen Soldier gains this bonus to his upgrade when he makes the kill.