fldash
Founder
Posts: 9755
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« on: January 18, 2007, 05:06:44 pm » |
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None of this information is final and much of it will likely change as we run through our tests.
NOTE: All items acquired or lost within a battle are specific to that battle ONLY. At the beginning of the next battle your rangers will have their SMGs again, and your engineers will lose that panzershrek they picked up. This is to make up for the difficulties in tracking such information and the discrepancies in drop rates that are balanced for a single game, but not for a war. We will be attempting however to keep unit veterancy. In addition, units are persistent and remain under the commanders forces if they survive a battle. In order for the unit to be removed from your forces, it must be destroyed completely. That is to say if you have 1 man of a rifle squad left at the end of a battle, you will still have a full rifle squad in your forces.
The term 'commander' is used to describe a player in the war. The player may be of a certain hierarchical level in the war such as a General, Colonel, or Captain. Orders flow from the General down to the Captains as do resources gained during each round. Each commander is responsible for picking their doctrine which they will have to stick with throughout the entire war.
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Starting Resources: Each commander starts with: 5000 MP, 500 Ammo, 50 Fuel
Divisions and Companies: Each commander (general, colonel or captain) can split his Division into a maximum of 5 different companies (A to E).
Each commander can name his division based on his specific discipline (Airborne/Armor/Infantry or Defensive/Blitz/Terror): example: 101st Airborne, Alpha Company OR 82nd Infantry, Dog Company OR 23rd Terror Brigade, Abien Company
Reinforcements: All units can be reinforced as normal from bunkers if you're Defensive Doctrine or from APCs. Reinforcements MUST be purchased before hand in terms of MP and every unit costs the % of the unit you are replacing in MP divided by 2. i.e. Riflemen at 150/6/2 MP each so 13 MP each. If you brought in 50 MP worth of reinforcement you could reinforce 3 riflemen for 39 MP, you would only have 11 MP left and could not reinforce the last one.
Taxes:
Production Tax: To buy units, they cost x% more (in travel cost) to bring those units to your frontline where x is the number of sectors from your home base to the company that is purchasing the units.
Battle Tax: To move a company into a territory that is currently occupied by an opposing force (i.e to begin battle) it costs 2% of the FULL company's cost, 5 rifle squads, 2 Shermans and an AT gun cost around 4000 MP, 100ammo, 400 Fuel. So to move that company into any enemy sector that has an enemy force present in it costs 80MP, 2Ammo, 8 Fuel. Note: moving into territories that are controlled by the opposition but are not occupied does NOT require a battle tax. Refund: If a battle is not waged in the sector that was moved to during the turn in which you moved into it, any engaging companies that paid the battle tax are refunded.
Resource Tax: When transporting resources from each player to player it costs the receiving player x% of the resources you are sending where x is the number of sectors from your home base to the furthest company of the player who is receiving the resources. Refund: Transport tax is only deducted if you are the last person to receive these resources (i.e. you are not passing them on again).
Divy Tax: The general pays 10 times x% tax on his FULL RESOURCES after receiving the turns resources (not including units) for each colonel that received less resources than him (before taxes). The colonels pay 10 times x% tax on their FULL RESOURCES after receiving the turns resources (not including units) for each captain under their command that received less resources than him (before taxes).
General War Tax: At the beginning of each turn the general receives all of the resources. He then pays a general army tax based on the % of Europe that he currently owns divided by 2. So if he owns 80% of europe he pays 40% tax on what he receives. If he owns 10% of Europe he pays 5% on what he receives.
Population Cap: Each map can take 30 population per player slot. For example. A 1v1 map has a hard cap of 30 population for either side. A 2v2 map has a hard cap of 60 population for either side. Every company automatically takes up 1 slot in the battle. If you attack a 3v3 map with 3 of your companies then no other company may help you in that battle. Each company has a maximum of 30 population that they can put onto the field at once. Thus, it is beneficial to have multiple companies. If a company has more forces than the population cap will allow for deployment, those forces stay in reserve, and may enter the battle if it lasts longer than a turn and some of the original forces have died. Never can one company exceed the 30 population cap per company on the field though. If you LOSE a battle but had forces in reserve (that you could not deploy due to population cap) then that company automatically retreats to the last sector that they occupied with those forces, thus it is very important to try NOT to lose a battle if you still have forces in reserve. If the last sector you occupied is not fully in your control (i.e. is contested or in enemy control), then the company is considered surrounded and surrenders.
Unit/Ability Costs: Please note the term 'cost' refers to a one time fee for each group that you want to have the ability. The term 'use' refers to how much it costs each time you use it.
Costs are currently available in the most recent 'Create a Company' thread or via the company control panel interface. -- I realize many of you are going to have tons of questions regarding the information here. Feel free to ask your questions and we'll do our best to answer them.
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