I'm curious because I'd like to be able to calculate exactly how many kills of specific and various units would be necessary to achieve a certain amount of research supplementary to research stations. For example, if I wanted a specific tech in 10 minutes, how many tanks or mexes would I need to kill in order to achieve the necessary number of RP in combination with various numbers of research stations at various points along those 10 minutes?
Being able to calculate this kind of information independantly would be a huge help in planning build orders and timing out what techs are worth shooting for in what situations.|||http://supcomdb.com/sc2/unitlist
Experience from a unit kill is just like an attribute from any other unit. Experience units receive is the same as the RP you get. I think 1 RP is like 1200 experience. A Salem is 500. So three salems is worth a little more than 1 RP.|||I like how you put the db at the beginning of your post, as though to imply I haven't had it bookmarked for ages and didn't make use of it before making this thread.
Also, the salem is worth 750 xp, according to the latest.
Where do you get the information that 1200=1RP, becuase that'd be the important bit, and IIRC the figure was modified after a certain patch
EDIT: the august 30th patch reduced the amount of research gained via kills by 25%|||Little more complicated than that.
All of the experience your units earn converts to research points. As you earn experience you will level up. Higher levels earn less RP per experience point.
Here is the breakdown (source lua/sim/Experience.lua):
Experience needed per level: 5000
Experience to research multiplier per level:
1: 0.0006
2: 0.00045
3: 0.0003
4: 0.000225
5: 0.00015
HTH|||Thanks, sorian.
So using that formula, if any unit kills a Salem at level 1 veterancy, then that kill will generate 45% of a single research point? (750x0.0006=0.45)
In that case, approximately 12 (11.111...) tank kills = 1 RP|||Z32|||Z32|||I assumed he meant individual unit veterancy when he mentioend levelling up, but you may be right, it does indeed look like it's a global modifier.
That definately makes things more complicated.|||It is a global modifier. As you gain more total experience (from all your units earning experience) you learn less research from experience.|||And it looks like, at the first 'level' atleast, 5000 experience equates to 3 RP exactly, and the amount of Research you earn per xp is reduced by 25% per level.
That's very useful to know, thanks again sorian.|||sorian|||FunkOff|||Busy? That means you should have more to blog about! ;D|||sorian|||Mr Pinguin|||It's a simple thing. you want early game skirmishes to give tangiable amounts of RP. But at the same time you don't want massive late game blob-v-blob meatgrinders to be a fountain of RP, so it scales down.|||Manta|||BulletMagnet|||sorian|||Z32|||I'm going to start a rumor that they are coming out with faction DLC... $9.99 for Seraphim.
Supreme commander 2: the new year electronicibility?
Beer shooting robots
Coming soon!
Edit: I say this because I have never seen sorian deceive us with a post since I visit these forums.|||There's only 1 Random Noob Funky.
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