Another
unwanted example from SupCom.
Each Unit gets the same veterancy effect every time they gain a level. Every level, they gain a 10% increase of their maximum health, and a fixed bonus in health regeneration. Taking the Cybran T4 Spiderbot, which has a +10 regeneration bonus, we get:
* Level 0: Health:45 000, Regen: +10/s
* Level 1: Health:49 500 (+10%), Regen: +20/s (+10/s)
* Level 2: Health:54 000 (+20%), Regen: +30/s (+20/s)
* Level 3: Health:58 500 (+30%), Regen: +40/s (+30/s)
* Level 4: Health:63 000 (+40%), Regen: +50/s (+40/s)
* Level 5: Health:67 500 (+50%), Regen: +60/s (+50/s)
* level 1: 25 kills
* level 2: 50 kills
* level 3: 75 kills
* level 4: 100 kills
* level 5: 125 kills
Also, upon gaining a new veteran level, a unit gets a one time heal of about 25% of their maximum health. This can sometimes lead to the "Feeding on Veterancy Effect", where an Experimental unit drastically increase his survivability by destroying mass T1 units in an opponent's base, gaining veteran status and more health.
In Vanilla SupCom, so effects of veterancy vary by level, but also follow the same rules for every unit:
* Level 0: Health:65 000, Regen: +0.5/s
* Level 1: Damage +25%
* Level 2: Max Health:81 250 (+25%), Heal: 16 250 (25% of base health)
* Level 3: Damage +25%
* Level 4: Max Health:97 500 (+25%), Heal: 16 250 (25% of base health)
* Level 5: Regen: +2/s
* level 1: 100 kills
* level 2: 200 kills
* level 3: 500 kills (impossible)
* level 4: 1000 kills
* level 5: 2000 kills
Veterancy and StrategyVeterancy is a balancing factor which adds to the value of higher tier units when weighed against swarms of lower tier ones. A huge horde of T1 units is far easier to deploy than a smaller number of T2 or T3 units, but
veterancy partly ensures that sheer weight of numbers is not sufficient. Experimentals especially become exponentially harder to kill when they gain a few veterancy levels, making it difficult if not impossible to grind them down with endless waves of expendables.
This makes it imperative to avoid "feeding" powerful units and you should pull back any unit which is incapable of standing against a stronger one rather than allowing it to be destroyed. One of the most notable examples of the power of veterancy is the ACU. Players using a rush strategy to attempt to destroy the enemy ACU with a swarm of T1 units need to beware that they don't allow the enemy to destroy too many of their units, as a veteran commander becomes an extremely powerful and resilient weapon even without upgrades. A veterancy 5 commander is easily capable of overcoming the only unit normally capable of stopping it in the early game- the opposing commander.
All the above is from
http://supcom.wikia.com/wiki/Veteran_status--
All units have to combat other units to gain veterancy--including the AI, so "spontaneous" veterancy isn't appropriate and shouldn't exist--it should only be a consequence of player action; therefore probably would be most evident upon structures such as Fortresses and similar, where perhaps players were not careful as to use bombers specifically, or, someone like me who just spams when I have an economy. It ensures that players are not so eager to disregard the more significant forces that the AI has, instead of just spamming and sacrificing units for the greater good (especially late game where players will have enough economy to reconstruct ships).
--
sigh; nothing will be different in controlling units--you can keep doing what you want to and it will work with veterancy. You can waste all the units you want, but it works in the opposite fashion if you throw low tier/etc. units at SuperFortresses which makes you think otherwise. It's your choice if you want to use veterancy on your side, but it will do nothing but benefit you even if you don't use it (because it is automatic and passive gains).