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Differing base resources.
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Hicks58
Development
Posts: 5343
Differing base resources.
«
on:
August 20, 2011, 12:54:39 pm »
The idea is a simple one, yet undoubtedly going to be difficult to find the fine points of balance for.
Each doctrine should have a different amount of base resources to play with. This is to show more individuality amongst the companies, so as to prevent them from all being them same carbon copies of each other that they currently are, but just with different buffs.
For example, an Armour company would have a base of 1500-1600 Fuel to start off with... But it would only have 6000 MP to start with instead of the usual 8000.
This means that an Armoured company will be able to field more armour than Infantry or Airborne companies, but it will rely more on those companies to fill the gaps that it cannot as it won't be able to have 20+ Riflemen on standby like it can currently.
Armoured is one example, the same concept can and should be applied to all doctrines. However, seeing as I am primarily an Armoured player, it seemed the easiest to relate to and provide examples for.
So the base idea is there for discussion, and I'd like to gather some opinions before I start going into firm potential numbers to be used (Little point making 12 doctrines worth of numbers if it's gonna be rejected, amirite?)
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
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RikiRude
Donator
Posts: 4376
Re: Differing base resources.
«
Reply #1 on:
August 20, 2011, 01:04:23 pm »
I think that's a great idea, and the same concept is already in in the form of the pool. armor doctrine has a high vehicle and armor pool and lower infantry pool compared to infantry doctrine. but tbh it doesnt seem to make too big of a difference.
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... or a fat ass cock sucking churchill being stupid
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Differing base resources.
«
Reply #2 on:
August 20, 2011, 01:52:48 pm »
Would be nice for armour to have +20% fuel but -20% manpower >.<.
I like this idea, but advantages would need to be changed to % to be even.
But the problem is ,what if you have a blitz company, which can be either infantry or vehicle heavy depending on what you pick.
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Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
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Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
Hicks58
Development
Posts: 5343
Re: Differing base resources.
«
Reply #3 on:
August 20, 2011, 01:55:17 pm »
Simple... Have a selection of different base resources to use for each faction. A fuel heavy, munition heavy, manpower heavy, and a balanced.
Actually, that could work quite well tbh. You can choose to specialise your company in what it does best, or generalise it with the flavour of your doctrine... Hrm...
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BigDick
Guest
Re: Differing base resources.
«
Reply #4 on:
August 20, 2011, 01:58:21 pm »
against this
it should still remain a choice (like increased resource advantages) since its not always that easy to determine (like it is for armor) if a doctrine (could be even differ in doctrine tree specializations) is more fuel based, mp based or munition based
but as i said it could be done to increase the amount of resource advantages and lowering the base resources so everyone has the choice what resources his company need
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AmPM
Community Mapper
Posts: 7978
Re: Differing base resources.
«
Reply #5 on:
August 20, 2011, 02:33:26 pm »
Increase the number of Resource Advantages, then have them use PP's and a certain number of points similar to normal doctrine abilities and unlocks.
So lets say you want a massive fuel focus, you go T4 into fuel but can only take a t2 in MP or MU. Or you can go dual T3 Resources and go say, MP and MU and go elite infantry heavy.
This would go a long way towards allowing further customization and flavor to each company.
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Hicks58
Development
Posts: 5343
Re: Differing base resources.
«
Reply #6 on:
August 20, 2011, 02:41:52 pm »
Kinda funny how you've ended up taking my suggestion and just implementing it in a different way. xD
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CrazyWR
EIR Veteran
Posts: 3616
Re: Differing base resources.
«
Reply #7 on:
August 20, 2011, 03:04:11 pm »
I like it. Although I'm concerned PE may be forced to go fuel heavy regardless.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Differing base resources.
«
Reply #8 on:
August 29, 2011, 02:07:39 pm »
I'll keep this in mind for commander traits for the warmap.
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Tymathee
Donator
Posts: 9741
Re: Differing base resources.
«
Reply #9 on:
August 29, 2011, 03:04:10 pm »
Nice. Kinda like zero hour eh?
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
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