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Author Topic: Doctrine Ability of Unlocking Shit You Cannot Afford  (Read 3136 times)
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SaintPauli Offline
EIR Veteran
Posts: 530


« on: July 07, 2009, 06:27:12 pm »

Doctrine Ability of Unlocking Shit You Cannot Afford

Almost all doctrine have ability unlocks that grants you new units or new weapons for purchase. This is all nice and a good idea. There are however two problems with this. The first problem is that you actually have to pay for the new unit. This is not really a big problem if we are talking about a few units/abilities but the Commando doctrine has six of these unlocks. You simply cannot afford to buy all the new and shiny toys. The second problem is that these new toys have to provide your army with extra strength equivalent to another doctrine choice of same level. That means that when you unlock the coming Commando Sniper he has to not only be worth his own cost but also provide you with extra capabilities equal to the free artillery that you could have bought instead. 

Right now I am not seeing that most of these extra units/weapons are worth the use of an extra unlock. There are of cause a few examples like the King Tiger that is worth the T3.

Number of purchaseable unlock in the doctrines: 
6 - Commandoes
5 - Blitz
4 - Infantry
4 - Scorched Earth
4 - Tank Destroyers
4 - Royal Engineers
4 - Royal Canadian Artillery
4 - Luftwaffe
4 - Armor
3 - Defence
3 - Terror
0 – Airborne
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #1 on: July 07, 2009, 07:09:59 pm »

so whats your point? If you don't like them, don't get them?  No one is forcing you to unlock these things...
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Tymathee Offline
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Posts: 9741



« Reply #2 on: July 07, 2009, 07:22:56 pm »

^ what he said. Who's gonna buy all of that? And the ocmmando sniper will probalby be about the same as a normal sniper.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
EchoAlpha Offline
EIR Regular
Posts: 11


« Reply #3 on: July 07, 2009, 07:33:31 pm »

You just made his point.  Instead of having VIABLE doctrine choices many doctrines are being given stuff that looks good on the serface but is far inferior when you really get at it.  As a result we dont get them and so sense getting that doctrine is essentially inferior it leaves that doctrine with less usable doctrines.  Heck, if you want to do that just give us like 1-2 doctrines that are good!  But we have lots of doctrines to allow companies to be unique.  But if it just makes you company not as good and thus easier to beat, then it isn't truely a choise to anyone except those that have no care in winning.
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RikiRude Offline
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Posts: 4376



« Reply #4 on: July 07, 2009, 10:10:01 pm »

Pretty much what he is saying is it's better to go with a doctrine that gives you passive abilities or free uses then unlock things that you have to pay for. For instance airborne gets all sorts of benefits without having to pay extra for anything. although technically AB have to pay for their air dropped AT, though if i remember correctly it's only a little bit more MP.
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Warlight Offline
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Posts: 304


« Reply #5 on: July 07, 2009, 11:40:48 pm »

Its my opinion that alot of the stuff, (unit unlocks) could be tied to rank. 

At rank 3 you get hetzers, and at rank 5 you get Jagpanther.  And so forth. 

You could even limit the supply to such a lvl, at rank  you get 2 rangers, at ranker 3 you get four rangers.

Alot of the doctrain choices are pretty random, and not very cool.

I hate to say it, as much as I want stuff done,  I think the devs need to take a good hard look at the doctrains and fix them now, before they finish them all have a rotten mess of rotten powers and useless abuilities.

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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #6 on: July 08, 2009, 01:50:40 am »

 I think they have been refining them quite a bit as they go..
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #7 on: July 08, 2009, 01:53:06 am »

I think they have been refining them quite a bit as they go..
Indeed, what you see is not the same as the end result.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #8 on: July 09, 2009, 06:00:03 pm »

4 - Armor

pershing, calliope...... if you count superpershing then fine, 3 but i don't see #4 anywhere
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Lemures Offline
EIR Veteran
Posts: 137


« Reply #9 on: July 09, 2009, 06:36:51 pm »

I'd just like to have the stuff implemented but yes, I believe going RE I should start with Churchill unlocked...instead of using a T1 on it..

I'm of the same opinion as Warlight here, Maybe making the unit choices a one off then tied to rank, so if you chose Churchills as you went up in rank, you'd eventually reach the Croc.
« Last Edit: July 09, 2009, 06:38:23 pm by Lemures » Logged
Aggamemnon Offline
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Posts: 418


« Reply #10 on: July 09, 2009, 06:47:36 pm »

Yeah... Kind of agree.
To a point.
First things first, I know devs already know, but is to get working T4's for people to actually use, before going back and tweaking or moving and balancing unlocks already available.

I'm playing airborne at the minute, but was debating Commandos or Canadian arty too. (would love wehr but loads of them already).

Besides actual powers, quite a few doctrines lack all round buffs like others get, which is fine, if it's balanced out with some specialty units or powers for the ones that don't (akin to the whole commando doctrine).

But, you also have to consider that doctrines like Infantry, and Blitz/Terror get buffs across the board.

Right now Airborne get at t4.... abilities, that at most, affect 8-12 units in an entire army. (unless airborne mortars and mgs also count). Or extra powers (Aerial Superiority).

Just an Example, I know both axis and allies have doctrines either side (outside of Armour/Inf Blitz/terror) that don't get army sweeping buffs/changes but I think each doctrine should have something that adds a special element to it's army.


Blitz for example is able to push and delay territory capture.
Armour Can repair and move/shoot.
Infantry get's army sweeping changes to both it's specialty units and basic inf (and it's allies).

Re-inforcements should really reward specializing imo, I know they are there to fill in gaps and to allow people to diversify, but right now it seems there are *set* groups to take just to get specific units, either side. There should be a bigger gap between your doctrines units and re-inforcements. Would be nice if you unlocked more availability by using the same doctrine as your pick, maybe 5-10% discount on those units plus the surplus boost. Or maybe not allow Re-inforcements to vet right the way up, just ideas.


Kind of veered off topic, but main point is that T3's and especially T4's should really be exemplifying the roll/direction of the army.
« Last Edit: July 09, 2009, 06:50:15 pm by Aggamemnon » Logged

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