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.