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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.
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
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