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One advantage of purely damage based XP -- which is already stipulated by GF as being a requirement -- is that, it seems, such XP is not necessarily a slippery slope thing.
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One advantage of purely damage based XP -- which is already stipulated by GF as being a requirement -- is that, it seems, such XP is not necessarily a slippery slope thing.
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Consider a situation when one player uses heavy, highly survivable units that are unable to be killed by their enemies. As such, it would slide the game towards this player, and old-style mostly kill-based XP would only slipperize this further by allowing those heavies to mutate into deadlier forms.
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Consider a situation when one player uses heavy, highly survivable units that are unable to be killed by their enemies. As such, it would slide the game towards this player, and old-style mostly kill-based XP would only slipperize this further by allowing those heavies to mutate into deadlier forms.
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Damage-based XP, however, would be awarded in almost equal quantity to surviving heavies and surviving opponents of those heavies, giving the attrition-taking player a reward for even those engagements that briefly miss their chance to kill a retreating heavy.
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Damage-based XP, however, would be awarded in almost equal quantity to surviving heavies and surviving opponents of those heavies, giving the attrition-taking player a reward for even those engagements that briefly miss their chance to kill a retreating heavy.
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In turn, that seems to create at least as much comeback mechanism as it does slippery slope; and possibly, more comeback than slip.
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