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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