Experience
Benefit System
All experience benefits approach a fixed limit as the unit's experience approaches infinity. In fact, at 1 XP a unit has gained half the experience benefits that it would have at infinity XP. To be precise, a unit gains XP / (XP + 1) times the benefit it would get at infinity XP.
Gaining XP
Units gain experience by damaging and destroying enemy units. The amount of XP given is as follows:
Damaging enemy:
0.1 * Target's Power / Unit's Power * Damage Dealt / Target's Max HP
Destroying enemy:
0.1 * Target's Power / Unit's Power
Power
Maximum benefit is mod-defined. Power governs how much experience the unit gains and gives; in most mods this increases with experience to account for the unit getting stronger with experience.
HP
Maximum benefit is mod-defined.
Rate of Fire
Maximum benefit is mod-defined.
Accuracy
If a weapon has an accuracy/sprayangle, the value decreases (improves) with the unit's experience. At current this is hardcoded into the engine and varies across weapon type >_>. The current values are as follows:
- Beamlaser: 70% smaller accuracy/sprayangle at infinity XP.
- Beamweapon: 70%.
- Bomb: 90%.
- Cannon (Plasma/EMG): 70%.
- EMGCannon (not actually used): 50%.
- Lightning: 50%.
- Missile (non VLaunch): 50%.
- Rifle (not used): 90%.
- Starburst (VLaunch): 70%.
TargetMoveError
TargetMoveError also decreases with experience, with a 100% reduction at infinity experience.