Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
Thank you for looking into this. If that's how it works, it seems fine. It would be harder to train new recruits if the 20th guy is level 1 and it made the enemies harder.
it wouldn't, you would just put nice armor on the new guy and make him stand behind all the time, plus, veterans are more than capable to defend flanking
But I do think it would be better if opponents were simply scaled to the 12 highest-level members of your company, regardless of who's currently in/out of reserve.
Similarly, the size and composition of enemies spawned from contracts are determined by many factors.
Quoting Rap:
Contract difficulty scales with time, the strength of your roster, the difficulty rating (skulls), the type of contract, and some factors specific to the type of contract
I try to keep the other factors constant but there is always the likelihood that I've overlooked something. That's why rechecking and retesting from an independent, separate source(s) is vital.
Maybe the day makes a difference. The above data was from day 68. I think (but don't remember exactly) that some of the contrary things you mentioned before were from an earlier point in the game.
I postulate the difference is due to the balance between additional men/levels and average level.
Note that in an earlier test in the original thread this discussion was branched from, I did get harder encounters with more men. But that was when I had like a mix of L3 and L1 men. So I'd say at low levels, adding more men doesn't decrease the average level by very much, and the effect of more men takes precedence.
At high levels, with a party of mostly L10 men, taking up a bunch of L1 men depresses average level pretty significantly, resulting in a reduction in encounter difficulty.
Of course I could be wrong. It's just a postulation at present to fit the data. Which is why I'm waiting on others to do them too. If we all get roughly the same pattern, there's probably some truth to be found there. On the other hand, if we get different results, then it falls on us to alter our hypothesis to be able explain why it is so (own findings and that of others).