EIR:R Secrets Revealed - 3: Repair Rates

Europe in ruins has long decided to restrict repairs of multiple repair units from repairing one target at a time.  This is coming to an end.  With the release of EIR:R you will again see the days where multiple repairers are able to repair anything, at the same time.  This also includes a players ability to buy more then 1 repair bunker and have multiples on the field at a time.   To balance stacking of repair units we have lowered the overall repair rate of individual units across the board.  You will find that 1 unit repairs slower in EIR:R then in the current EIR environment, yet there are many additional forms of repair bonus's in EIR:R, on top of the stacking mechanism.

Specifics to note on which units CAN repair, and how their repair may be different then VCoH.   For the PanzerElite army the only infantry that can repair is the PanzerGrenadiers.  The Tank Busters and Assault Grenadiers have lost this functionality.  EIR wishes to maintain our posture on having specific units being able to repair, this means that the PE needed a smaller list of units with that functionality.  Both the PanzerGrenadiers and Sappers have upgrades which will aid them in repairing quicker, while the Wehrmacht has its now stacking repair bunkers, and the Americans will continue to gain repair bonus's through vet and doctrine choices.  Also to note the Berge tiger is a more restricted repair unit in EIR:R.  The Berge Tiger will not be able to revive dead vehicles, will be limited through availability, and obviously be a bigger target with more survivability, but more on the pricing and availability in future releases. 

Also to note, Over repair will be a doctrine ability which will be covered later.
 

Numbers are hit points per second.

Panzer Grenadiers: 0.4
Standard factions (Engi/Pio/Sapper/Repair Bunker): 0.5
Panzer Elite (Advanced Repair): 0.6
Standard factions in current EiR: 0.66
Expert Engineers: 0.9
Berge Tiger: 1.25


Europe in Ruins is proud to release another EIR map by the infamous mapper Unkn0wn!
This map is a remake and expansion of Unkn0wns previous project: Airfield.  The map, named Arras, features a long double runway with gigantic hangers and an access road.  it is currently being tested as a 2 v 2 and offers a very unique style of play that works great with the addition of PE and BRITISH factions.

you can get the map here for playing on EIR, it is already in the module.
http://files.filefront.com/4p+Arrassga/;13078769;/fileinfo.html



Stay tuned for the upcoming EIR:R Secrets section on Availability, and the EIR:R release, coming soon!

also look forward to our specific audio releases of SECRETS REVEALED on moddb, where I will cover a broader base and include things about specific units and their use in EIR:R.

EIR:R Secrets Revealed - 3: Repair Rates Discussion
EIR:R Secrets Revealed - 2: Standardized Advantages

Advantages take on two forms in EIR, in this thread we will discuss the 'newbie advantages' aka Standardized Advantages, and will cover Battle Advantages in a future thread.

One thing that has always been an issue in EiR is the steep learning curve.  This is often caused by the older, more experienced players beating up on newer players.  In EIR:R, we hope to relieve some of the problems caused by 'noob-bashing' by introducing a system of Standardized Advantages (more often called Newbie Advantages).  Because of this, we also needed to introduce a ranking system based upon how much has been spent on your company. 

Standardized Advantages are given to players who are fighting against a higher ranked player.  They earn a certain number of points simply to try and help them out.

Quote
Players are ranked between 1 - 10 (10 being the highest).  This rank is not based on leaderboard level, but instead based upon how much PP value is currently part of their company.  Team ranks are averaged and rounded up to determine how many battle advantages should be given.


1 - 2nd LT between 0 - 30
2 - 1st LT between 31 - 60
3 - Captain between 61 - 90
4 - Major between 91 - 130
5 - LT Colonel between 131 - 170
6 - Colonel between 171 - 210
7 - Brigadier General between 211 - 250
8 - Major General between 251 - 300
9 - Lieutenant General between 301 - 351
10 - General 351+

Rank 10 vs 1 = 9 difference.

9 / 2 (rounded down)
= 4 newbie advantages.

At any stage.
Therefore, a rank 4 player vs a rank 8 = (8-4) / 2 = 2 newbie advantages.
Or, a rank 10 vs a rank 2 (10 - 2) / 2 = 4 newbie advantages.

But how would this system work in a team environment?
Quote
First, work out the ranks of each TEAM.

Axis 8 4 2 = 14 / 3 = 4.66 (round up at .5) = 5

Allies 8 6 6 = 20 / 3 = 6.66 (round up at .5) = 7

Then, each *player* compares to the others *team* rank.

Axis 1 = 8 vs 7 = no adv
Axis 2 = 4 vs 7 = 3 / 2 = 1.5 = 2 adv
Axis 3 = 2 vs 7 = 5 / 2 = 2.5 = 3 adv

Allies 1 2 & 3 are all above the average of 5, thus get no advantages.

So what are these bonuses?  To give an example, here are the Allied Newbie Advantages.

Quote
Allies:

Fighting for Freedom - Units gain 8% more XP
Unit Citation - Gain 1 more PP from fighting
Basic Scout - Gain 1 Recon Run
Smoke Barrage - Gain 1 Offmap Smoke Barrage
Close to the Front - Call-in Timers reduced by 8 seconds
Supply Drop - Drops a pair of crates containing MG/Mortar

Stay tuned for the upcoming EIR:R Secrets section on Repair Rates, and the EIR:R release, coming soon!

Standardized Advantages Discussion
Welcome to a new series of information releases concerning EIR:Reinforcements.

SECRETS REVEALED

Europe in Ruins is excited to announce to you the next evolution in our development: The Reinforcements.

I would like to bring light to the team responsible for bringing this upcoming release to you.  LuciferNZ begun coding for EIR:R at the onset of EIR's return in the beginning of October.  At which point I myself started to work with him behind the scenes.  A while after this Stumpster came on board and we then started to get our art team together with adding in Akranadas's skills as well as Nevyen and Drakin, the dynamic duo.  The quality of work these people put out is just amazing!  Finally in the end Fldash himself has made a return and lending his skilled programming skills to the task.  We have also had a number of official testers who should not go without mention as they too offer suggestions and ideas, being Unknown, Dasnoob, Apex, Kolath, Ampm and Lai to note a few.  No wonder we are ready to start releasing information!

Secrets Revealed will be touching on many of the back end systems that we have been secretly building and putting into place.  It will also delve into the game itself with podcast episodes designed to enlighten and reveal the changes you can expect in this iteration.

Video podcasts touching on in game subjects such as Emplacements, trenches, gliders, airdropped combat troops, support units, sniper and counter sniper options, healing stations, changes in halftracks, command aura's and the repair function of EIR will all be discussed and elaborated on.

Also typed information releases of what prestige is, what newbie advantages are, actual repair rates, our system of soft capping availability, what battle advantages are, veterancy, followed by pricing.

We all thank you for your time and patience with our progress.
These are exciting times, and we look forward to what the future holds!

Europe In Ruins: Reinforcements.


EIR:R Secrets Revealed - 1: Prestige Point System

This system is our representation of your pull and weight within your army's structure.  To have prestige amongst your peers, your quartermasters and your superiors.  To be able to use your earned battlefield experience and reputation to get you what you want, when you want it.  You call in your favors, as in real life, yet need to constantly earn the right to do so.

The Prestige Point (PP) System is a major part of EIR:R.  Prestige points replace both CPs and RBs. The reason behind this change was that CPs and RBs were promoting strong overpowered companies.  This in turn rewarded 'grinders' and penalized casual players.

PPs will be gained in a similar way as we now generate CPs and RBs.  However, while CP gain was limited to a certain number a day, PP gain will not be. Instead, PP will have diminishing returns over the course of a week.  So while you can play 7 games in a week for full PP gain (5 per battle), if you continued playing games that week, it would gradually diminish.  The next 7 games would only give you 4 per battle, and any after that you would receive only 3 per battle.

PP will be spent on:
- Doctrine trees
- Advantages (resource bonuses amongst them)
- Veterancy
- Availability of units.

The biggest change is that PP spending will be what we call a 'point soak' or a point of attrition.  With CPs at present, once you have filled your doctrine there is nothing more to spend them on.  PPs will alter the equation by being required constantly - for example, a Tiger tank that was purchased (using normal resources *and* Prestige for availability) cannot just be replaced as easily when it is lost.

Now the player's have a choice:  Do I keep saving PPs for 'that doctrine ability' or do I replace the Tiger?  Or do they need to spend PPs on purchasing a resource advantage?  What the PP system allows us to do is have players experience persistence in many different ways.  They could spend PP to push into their doctrine choices, or perhaps spend PP to expand the size of their army through supply or resource bonus's; or even spend the PP and watch their company grow into an incredibly experienced group.

Stay tuned for the upcoming EIR:R Secrets section on Newb Advantages, and the EIR:R release, coming soon!

EIR:R - Part 1 - Prestige Point System Discussion
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