A different way with card leveling

As it is now, when you call in a unit with an upgraded card its veterancy is related to that level.

A level 2 Cyclops card will call in a Cyclops with Veterancy 2.
Atleast if I’ve understood it correctly.

How does this idea sound?
Instead of the card dictating the unit’s vetetancy it does one of the following?

A: Dictate the max Veterancy that unit can reach. Meaning all units are spawned in at Base level, but can level up to the corresponding card’s level through the same method they do in regular gameplay?

B: All units can level up, but units to leveled up cards reach the card levels faster than units to non-leveled cards. Once they’re at their corresponing card level, they gain experience at a normal rate.

C: Units to leveled up cards spawn in at base level and gain experience over time until they’ve reached their corresponding card level.

I like the options A and B.
Both should be able to at least preserve the motivation for card purchases and shift any imbalances to the middle/late game.
And they read as if they wouldn’t require an excessive amount of development work.

C alone feels odd to me, as you would need a quite high rate s.t. more expensive units (after about 3 or 4 minutes) still can reach a decent rank.
Otherwise it would just affect the cheap ones.

The problem with A and B however is their potential to make comebacks even harder once you’ve lost a few units.
A lost unit not only means that you wasted energy but at least one enemy unit gained experience.
Perhaps a combination of {A,B} and C could work out.

Thanks for the suggestions, i like them.

> 2533274933478052;2:
> I like the options A and B.
> Both should be able to at least preserve the motivation for card purchases and shift any imbalances to the middle/late game.
> And they read as if they wouldn’t require an excessive amount of development work.
>
> C alone feels odd to me, as you would need a quite high rate s.t. more expensive units (after about 3 or 4 minutes) still can reach a decent rank.
> Otherwise it would just affect the cheap ones.
>
> The problem with A and B however is their potential to make comebacks even harder once you’ve lost a few units.
> A lost unit not only means that you wasted energy but at least one enemy unit gained experience.
> Perhaps a combination of {A,B} and C could work out.
>
> Thanks for the suggestions, i like them.

Don’t think they should require that much effort, Cutter got a leader power that increases Veterancy gain, so atleast there’s some ground work for B.

Well, at the moment there’s a “Pay back” system, apparently, which gives you back a part of a unit’s Energy cost, so you’ll get some energy back for lost units.
As far as enemy units getting Experience, I’d say the same scenario would happen in regular matches.