EIR:R Secrets Revealed - 8: Pricing

In EiR, one of the most hotly debated and theory-crafted sections is that of pricing.  As I'm sure you all know, we are going to have a period of unit-balance purely to get the pricing as balanced and fair as possible.  That being said, here is a section of the pricing containing the British infantry:

Quote
BRITISH UNITS

Tommy Infantry Section - 265 MP, 5 pop
Tommy Recon Infantry Section - 210 MP, 35 ammo, 5 pop (Marksman Shot - 240 seconds)
Sappers - 195 MP, 4 pop
Lieutenant - 155 MP, 40 Mun, 3 pop
Captain - 150 MP, 50 Mun, 3 pop
Commando's - 350 MP, 180 Mun, 6 pop
Piat Commando's - 270 MP, 100 Mun, 3 pop
Mortar Commando's - 495 MP, 60 Mun, 4 pop
HMG Commando's - 280 MP, 40 Mun, 3 pop

And, as some people requested, the changelog from the beta patch:

Quote
.01 alpha start prices

.02
- Jagdpanther 895 MP, 685 F, 19 pop (from 545 MP)

.03

- WM Volksgrenadiers 185 MP, 5 pop (from 195MP)

- PE Panzer Grenadiers 185 MP, 3 pop (from 175 MP)
- PE Assault Grenediers 275 MP, 150 Mun, 3 pop (from 205 MP, 3 pop)
- PE Tank Buster Grenadiers 270 MP, 110 Mun, 3 pop (from 205 MP, 3 pop)
- PE Mortar HT 440 MP, 60 Mun, 60 F, 6 pop (from 290 MP)
- PE Hetzer - 310 MP, 265 F, 9 pop  ->  400MP, 265F, 9 pop.

- CW Cromwell 340 MP, 240 F, 12 pop (from 255 F)

- US M8 - 310 MP, 50 F, 8 pop (From 210 MP)


.04

- WM MP44 - 120 Mun (From 140 Mun)
- WM Panzershreck (Stormtroopers) - 150 Mun (From 170 Mun)
- WM Bundled Grenades - 55 Mun (Wasn't on list before Tongue)

- CW Infantry Section - 245 MP (From 260 MP)

.05
- Standardized the base cost of Bren MMG carrier with Bren gun carrier
- Standardized the base cost of Recon Tommy squad with Tommy squad
- CW Bren Gun Carrier - 220 MP, 35F, 4 pop From (180 MP, 10 F, 4 pop)
- PE Assault Grenediers 275 MP, 120 Mun, 4 pop (275 MP, 150 Mun, 4 pop  )


.06a

CW - Mortar Commando's - 495 MP, 60 Mun, 4 pop from ( 290 MP, 70 Mun, 4 pop)
CW - HMG Commando's - 280 MP, 40 Mun, 3 pop from (260 MP, 40 Mun, 3 pop )

PE - Mortar Halftrack - 440mp, 110 Mun, 60 F, 6 pop from (440 MP, 60 Mun, 60 F, 6 pop)
PE - Light AT Halftrack - 375 MP, 115 MU, 50 F from (280 MP, 50 F, 5 pop)

.06b

PE - WirbleWind - 310 MP, 160 F, 8 pop (from 310 MP, 185 F, 11 pop)
Ami - Recoilless Rifle - 200 Mun (from 220 Mun)
CW - Trench - 0 Mun (from 50 Mun)
PE - Armored Car 6 pop (From 8 pop)
PE - Infantry HT 4 pop (From 5 pop)

.07

Wehrmacht

- Officer 4 pop -> 3 pop

PE:

- Panzer Grenadiers 3 pop -> 4 pop
- Hetzer 9 pop -> 10 pop
- Whirblewind 11 pop -> 8 pop
- Infantry HT 5 pop -> 4 pop
- Vampire HT 4 pop -> 3 pop
- Munitions HT 4 pop -> 3 pop

British:

- Cromwell - 300 MP, 220 F, 11 pop from 340 MP, 240 F, 12 pop
- FOO - 200 Mun from 150 Mun

.08

PE:

- Assault Grenediers 255 MP, 120 Mun, 4 pop (From 275 MP, 120 Mun, 4 pop)
- Tank Buster Grenadiers 235 MP, 110 Mun, 4 pop (From 270 MP, 110 Mun, 4 pop)
- Squad Size +1 (Tank Busters) - 50 MP, 1 pop (From 55 MP, 20 Mun, 1 pop)

British:

- Tommy Infantry Section - 250 MP, 5 pop (From 245 MP, 5 pop)
- Tommy Recon Infantry Section - 210 MP, 35 Mun, 5 pop (From 245 MP, 35 Mun, 5 pop)
- Sherman Firefly - 420 MP, 390 F, 14 pop (From 450 MP, 440 F, 14 pop)
- Stuart 9 pop -> 8 pop

.09

British

- Lieutenant - 155 MP, 40 Mun, 3 pop (From 130 MP, 40 Mun, 3 pop)
- Captain - 150 MP, 50 Mun, 3 pop (From 130 MP, 50 Mun, 3 pop)
- Tetrarch 290 MP, 55 F (From 240 MP, 50 F)
- Stuart 295 MP, 60 F (From 260 MP, 65 F)
- Littlejohn Adapter gains Tetrarch Smoke on a 120 second cooldown
- Littlejohn Adapter 70 Mun (From 40 Mun)
- Firefly 615 MP, 390 F, 14 pop (From 420 MP, 390 F, 14 pop)
- Bren MMG Carrier 270 MP, 60 MU, 35 F (From 220 MP, 60 MU, 35 F, 4 pop)
- Cromwell 370 MP, 220 F, 11 pop (From 300 MP, 220 F, 11 pop)
- Churchill MK IV - 410 MP, 365 F, 12 pop (From 460 MP, 385 F, 12 pop)

Wehrmacht

- Walking Stuka available for all doctrines
- Officer 180 MP, 210 Mun (From 280 MP, 240 Mun)
- LMG42 75 Mun (From 80 Mun)
- Flak 88 450 MP, 220 F, 8 pop (From 500 MP, 220 F, 8 pop)

Panzer Elite

- Panther 770 MP, 590 F, 16 pop (From 495 MP, 590 F, 16 pop)
- Munitions HT 200 MP, 35 F, 3 pop (From 240 MP, 50 F, 3 pop)
- Vampire HT 210 MP, 40 F, 3 pop (From 230 MP, 45 F, 3 pop)
- Flak 88 450 MP, 220 F, 8 pop (From 500 MP, 220 F, 8 pop)
- Advanced Repair 40 Mun (From 55 Mun)

.10

American:

Suppression Fire - 240 seconds (From 300)

British:

Button - 240 seconds (From 180)
Cromwell Command tank - 220 MP, 115 F, 3 pop (From 295 MP, 165 F, 5 pop)

PE:

Assault Grenediers 215 MP, 120 Mun, 4 pop (From 255 MP, 120 Mun, 4 pop)
Tank Buster Grenadiers 205 MP, 110 Mun, 4 pop (From 235 MP, 110 Mun, 4 pop)

Wehr:

.11

PE:

Armored Car - 230 MP, 50 F, 6 pop (From 255 MP, 55 F, 6 pop)
Infantry Halftrack - 215 MP, 40 F, 4 pop (From 240 MP, 50 F, 4 pop)
AT Grenade - 35 Mun (From 45 Mun (2 use))

British:

AVRE - Cooldown from 75 seconds to 55.

.12

PE:

- Light AT Halftrack - 275 MP, 50 F, 5 pop (From 375 MP, 135 Mun, 50 F, 5 pop)

- Treadbreaker - 95 Mun (240 seconds)
- Focused Fire - 40 Mun (240 seconds)
- FG42 - 140 Mun (From 150 Mun)

Brit:

- Tetrarch - 340 MP, 80 F (From 290 MP, 50 F)
- FOO removed from Captains, now can only be purchased by LT's.

.13

PE:

Armored Car - 260 MP, 30 F, 6 pop (From 230 MP, 50 F, 6 pop)
Infantry Halftrack - 250 MP, 25 F, 4 pop (From 215 MP, 40 F, 4 pop)

Scout Car can now capture territory.
Scout Car given slight Sniper detection (0 -> 9).
Luftwaffe drop timers are 30 seconds (instead of 30 seconds + spawn timer).

British:

Commando's - 320 MP, 180 Mun, 6 pop (From 320 MP, 190 Mun, 6 pop)

Glider health changed to 150 (From 250)
Bren Gun Carrier (non-MMG) given Sniper detection (0 -> 17)

Americans:

Airborne drop timers are 30 seconds (instead of 30 seconds + spawn timer).

.14

Ami:

- Ranger Over-Supply cost is 1 (From 2)
- Sniper 540 MP, 250 Mun, 7 pop (From 580 MP, 300 Mun, 7 pop)
- Triage Center 140 Mun (From 80 Mun)

Wehr:

- Sniper 500 MP, 250 Mun, 7 pop (From 520 MP, 250 Mun, 7 pop)
- Panzerfaust 1 use to 2 use (45 second cooldown)
- King Tiger 19 pop (From 20 pop)
- Tiger 17 pop (From 18 pop)

PE:

- Jagdpanther 18 pop (From 19 pop)
- Panzerfaust 1 use to 2 use (45 second cooldown)
- Munitions HT aura changed from affected ability cooldowns to a reload/cooldown modifier (25%)

Brit:

- Marksman Shot - 240 seconds (From 180 seconds)
- Rifle Grenades - 100 Mun (From 90 Mun)
- Cromwell 12 pop (From 11 pop)
- Mortar Emplacement fixed to actually take 4 population...instead of three.
- Gliders changed to be 30 seconds (instead of spawn timer), while the differentiation from airborne was nice, the ability to 'gliderbomb' early in the game with no call-in timer was too powerful.

.15

Wehrmacht:

- Walking Stuka availability changed to lean towards Defensive players.
- Walking Stuka - 280 MP, 220 F, 8 pop (From 280 MP, 275 F, 8 pop (Recharges 120 seconds))
- Halftrack will always have the gunners, even without crew inside.
- Halftrack - 195 MP, 20 F, 3 pop (From 150 MP, 10 F, 3 pop)

American:

- M10 - 11 pop -> 10 pop
- Halftrack will always have a gunner, even without crew inside.
- M3 Halftrack - 200 MP, 20 F, 3 pop (From 150 MP, 20 F, 3 pop)

PE:

- Panzergrenaders - 175 MP, 4 pop (From 185 MP)
- Marder 10 pop -> 8 pop
- Infantry Halftrack - 210 MP, 25 F, 3 pop (From 250 MP, 25 F, 4 pop)

British:

- AVRE cooldown increased from 55 seconds to 85 seconds
- Tank Shock - 300 second cooldown from 120 seconds
- Infantry Sections 265 MP (From 250 MP)
- Commando's - 350 MP, 180 Mun, 6 pop (From 320 MP, 180 Mun, 6 pop)
- Bren Gun - 90 Mun (From 75 Mun)

In addition to that, here is a video demonstrating the EIR:R launcher in action, and how to use it!

http://www.moddb.com/mods/europe-in-ruins/videos/launcher-demonstration

Stay tuned for further EIR:R Secrets Revealed, and the EIR:R launch, coming just around the corner!

Note from EIRRMod: The release is so close that he is recommending every one who wants to get a screenshot of their companies, do it now.  They will be wiped very soon. Smiley

Secrets Revealed 8: Pricing Discussion
EIR:R Secrets Revealed - 7: Veterancy

In the current version of Europe in Ruins there is no cost structure for Veterancy.  This is causing companies to be full of fully vetted troops, with no cost incurred and no negatives to be had.  This fact has a very large impact on those who do not have a vetted company be it new players, returning players, or casual players.

EiR:R plans to change this circumstance.

We will be implementing a Veterancy unlock system with Reinforcements.  A unit is basically unable to obtain any further vet once it reaches the vet 2 threshold,  It will hover 1 point short of vet 2, unless the player buys the training on a unit per unit basis; aka upgrade the unit to vet 2.  This is repeated again 1 point shy of vet 3.

This training will further the prestige environment by using PP as its cost.  The Prestige cost of the training is also dynamic based on the unit itself.

Also to note there is not going to be any exp penalties in EIR:R at this time, nor will there be FREE exp for simply owning the unit.  Your units must now earn the exp they gain, and as stated many times in the past we have taken large steps to make units more survivable when it comes to things that previously never had a means to get away and survive a fight.

We understand that having to invest your hard earned Prestige into vet unlocks means that you indeed need the vet to be worth the investment.  To this end, we have reworked the vet tables completely in a more standardized outlook, and plan a full release of them when reinforcements goes live.

Secrets Revealed 7 - The Incremental Reporting system

We have noted that one of the biggest problems with the current system is the ability to desync a game, and cause it not to report.  Incremental Reporting was on the table from the very first days, and is something we are very excited to have accomplished in a means that ultimately shouldn't even make a user aware that it is happening.

This means that while you have a large pp investment in your troops, dropping your game will not make them magically survive something that ultimately caused them to die.  The main goal of this is to cease the constant flow of abandoning games which we are currently seeing.  Games will simply process themselves once they have started.

Exciting times are ahead... Look out for the next and last Secrets Revealed, Pricing..  and the looming release of Europe in Ruins: Reinforcements

EIR:R Secrets Revealed - 7: Veterancy Discussion
EIR:R Secrets Revealed - 6: Battle Advantages and Other Advantages

In Europe in Ruins we are all used to a style of play that mimics VCoH units and abilities.  The abilities in EiR have been given static uses that for the last two years have pummeled our opponents with easily recognizable results.  2 artillery barrages from an infantry player and you know he is out, unless the first shell landed a second after smoke, at which point you know they would have 5.  A very easy ability to spot the difference of and be prepared for its amount of uses.

This is about to change.

Off-map abilities are going to get a bit of a revamp in EIR:R.  Unlike in EIR currently, you will not have a set number of uses for an off-map ability.  Instead, you will receive one free off-map use with most doctrine unlocks and the option to purchase additional uses with PP on a per battle basis.  Obviously, this will have a maximum to keep griefers from stockpiling PP to unleash an enormous off-map barrage.

This battle advantage system will also take effect on global abilities like Inspired assault, and field repair to say a few, furthering the depth of our Prestige system.

Besides Battle Advantages, in EIR:R we are also going to have another screen for Other Advantages.  These are passive or out-of-battle Advantages and take the place of and expand on the old RB system.  Advantages are abilities that apply to each army that can be purchased by PP.  Resource bonuses are not cumulative and do not stack.  You need to have the previous skill (1) to get the later skill (2) and even later (3).

There are some specific units, and upgrades which will fall into the global unlocks which this system presents, mostly health regeneration buildings and specific repair boosting units or upgrades.

Also check out our 2nd podcast, containing answers to the questions you asked in the 'ask and you may receive' thread!

http://www.moddb.com/mods/europe-in-ruins/videos/eirr-secrets-podcast-2#imagebox

please continue to post more questions, we will probably be able to answer some more soon!
http://www.europeinruins.com/index.php?topic=7613.60


Stay tuned for the upcoming EIR:R Secrets sections on Veterancy, Pricing, and the EIR:R release, coming soon!

Battle Advantages and Other Advantages Discussion
EIR:R Secrets Revealed – 5 The Units



A previously un-announced secrets revealed entry, we have made a special Podcast for you to listen to, here is a small sample of some of what we will be talking about. Also listen in to hear if your question from the 'ask and you MAY receive' post have been answered.

ASK AND YOU MAY RECEIVE THREAD
http://www.europeinruins.com/index.php?topic=7613.15


PODCAST ON MODDB
http://www.moddb.com/mods/europe-in-ruins/videos


sample of the discussion:
American

The American faction has not had much of a face lift as it has been around for the last 2 years in Europe in Ruins. We have done a few alterations which are:


-The Quad is its own unit now. This allows a different population then the un-upgraded halftrack.


-Weapon crews have an abandon button assigned to it. Troops will abandon the weapon and flee to safety to retain their vet.


-All weapon crews will automatically retreat when only 1 man is left alive instead of dieing with the second man.


-Rangers are now 6 popcap and are bought without bazooka's.


-Triage is now open to all Allied players



------

listen in for more info about all the things you can expect in the EIR:R game!

EIR:R Secrets Revealed – 5 The Units Discussion
EIR:R Secrets Revealed - 4: Availability


Availability is something we have all wanted in some form or another since it was removed almost a year ago. What we all learned through this time is that balance based only on pricing is not sufficient enough to stop unit-spamming while allowing units a balanced cost. So now we introduce to you, the Prestige Availability System!


EIR:R takes Availability a new direction from the form you saw earlier in Europe in Ruins history. This is a soft capping system. So long as you have the resources needed to buy the unit, you can buy the unit. There are a few terms you will need to know, and understand how they work.


This conversation assumes your force is called a battalion


First you have units that are In Reserve. The in reserve number equates to the number of units you have readily on hand at any given time, these do not cost you prestige to purchase. When you purchase a unit past the In Reserve quota, that unit will become In Supply.


Secondly you have units that are In Supply. The in supply number equates to what your division would have in their reserve pool to be drawn on by battalion commanders. There would be fewer units, and it would take longer and be harder to get units from this source, as others are also requesting the same supplies. These troops will cost you an amount of prestige based on the rarity of the unit requested.  When you purchase a unit past the In Supply quota that unit will become Out of Supply.


Thirdly you have units that are Oversupplied. The over supplied numbers equates to your ability to beg, borrow and steal from any source you can to get what you need. There is a premium cost involved here and the prestige needed to get these units is doubled from the in supply Prestige Cost. A lot of the heavier vehicles will be out of supply quickly compared to basic infantry types, recreating the feeling that some units are rare in Europe in Ruins and will likely only be seen once in a battle per player.


These numbers and costs do not change as you purchase units.
If you had 2 in reserve, 2 in supply and a cost of 1 pp, this will always be the case even if you lose one in battle. The soft cap is there to make it where you have a dynamic choice in creating your company from the moment you create it to the end of the war.

an example of Availability:
Quote

Jeep, 4, 2, 1


The first 4 purchases of a jeep are InReserve and do not cost any Prestige.  The next two, 5 + 6, are InSupply and will cost you 1 pp each, any further purchases of the jeep are considered Oversupplied and will cost double the PP cost, being 2 for the jeep.  If you play a game, and all your jeeps survive the battle, you will not be recharged for their existence.  If you had bought 7 jeeps and lost 3, you would need to reinvest in the PP cost again.

Things to note:


-All units fall under the soft cap.

-The availability numbers are subject to change as balance decisions are made and needed.

-Some units will cost pp for the first purchase, ie: heavy tanks / mobile artillery.

-Some unit upgrades were separated into separate units, and have their own availability.

-ALL Prestige spent is REFUNDABLE if you sell the item back, if it DIES its price is permanent.

-Maintaining your unit will not cost you more PP, re-buying your unit when it dies will if you are above the in reserve state.

Free spamming of units is coming to an end. You can spend your PP to go straight down your doctrine tree and be more restricted through availability, or you can attempt to have a more customized force with the potential re-occurring cost of PP's while slowly gaining points towards doctrine choices.

Hopefully you can think of this with an open mind.

EIR:R Secrets Revealed - 4: Availability Discussion
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