EIRRMod
Administrator / Lead Developer
Posts: 11009
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« on: August 22, 2009, 03:11:21 am » |
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Launcher Update 0.7.0bAvailability is now organised 'per pool' rather than per unit. Each player starts with an available # of units per pool, based on their doctrine decision. Every unit has a specific value that weighs in on this pool when purchased. When the pool of a certain unit type is full, users can still draw from the 'Reserves' pool, allowing them some extras. When the Reserves pool is out as well though you will have to pay PPs in order for you to be able to purchase more units of that type. USNext to each pool is the amount each doctrine has available in the pool by default.
In Reserve for Infantry/Airborne/Armour
Infantry - 28/28/20 Engineer - 2 Riflemen - 1 Airborne - 4 Rangers - 4 Airborne Riflemen - 3 American Officer - 3
Light Vehicles - 12/16/16 Jeep - 1 M3 Halftrack - 1 M3 Halftrack Quad - 3 M8 Greyhound - 3 Staghound (T17) - 3
Armour - 12/10/20 Crocodile Sherman - 4 M10 Wolverine - 3 M18 Hellcat - 3 M4 Sherman - 4 M26 Pershing - 8
Support - 18/16/14 Allied HMG - 1 Allied Mortar - 1 Allied Sniper - 4 57mm Anti-Tank gun - 2 Air-Drop 57mm Anti-Tank Gun - 2 Airborne Heavy MG - 2 Airborne Medic Team - 2 Airborne Mortar Section - 2 Airborne Sniper - 4 Howitzer - 4 Calliope Sherman - 8
WehrDefensive/Blitzkrieg/Terror
Infantry - 28/28/24 Pioneer - 2 Volksgrenadiers - 1 Grenadiers - 2 Stormtroopers - 3 Knight's Cross Holders - 3 Officer - 3 Terror Officer - 3
Light Vehicles -12 /12 /14 Motorcycle - 1 Schwimmwagen - 1 Axis Halftrack - 1 Axis Flammenwerfer - 2 Puma - 3 50mm up-gunned Puma - 3
Armour -12 /18 /16 STuG - 3 STuH - 4 Geschutzwagen - 3 Ostwind - 3 Panzer IV - 4 Panther - 6 Tiger - 8 King Tiger - 10
Support -18 /12 /16 Axis HMG - 2 Axis Mortar - 2 Axis Sniper - 4 Pak 38 - 2 Flak 88 - 4 Nebelwerfer - 4 Walking Stuka - 4
BritsCommandos/Engineers/Artillery
Infantry -28 /20 /26 Sappers - 2 Tommy Infantry Section - 1 Tommy Recon Section - 1 Canadian Infantry - 1 Lieutenant - 3 Captain - 3 Commandos - 4 Piat Commandos - 3
Light Vehicles -12 /12/12 Commando Jeep - 1 Bren Gun Carrier - 2 Bren Carrier MMG - 2 Stuart Light Tank - 3 Tetrarch Light Tank - 3 Staghound - 4
Armour -12 /20 /14 Kangaroo - 3 Cromwell - 3 Cromwell Command Tank - 2 Sherman Firefly - 4 Churchill Crocodile - 5 Churchill MK IV - 3 Churchill Mk VI - 5
Support -18 /18/18 Vickers MMG - 2 Vickers Emplacment -1 2inch Mortar Team - 1 6pdr AT Gun - 2 HMG Commandos - 2 Mortar Commandos - 2 Commando Sniper - 5 17Pounder Emplacement - 3 25 Pounder Emplacement - 3 Bofors Emplacement - 3 Mortar Emplacement - 3 Priest Self Propelled Artillery - 8 Churchill Avre - 4
PELuftwaffe/Scorched Earth/Tank Destroyers
Infantry -28/28 /26 Panzer Grenadiers - 1 Assault Grenadiers - 3 TankBuster Grenadiers - 2 Assault-Flammen Grenadiers - 4 Luftwaffe Infantry - 1 Fallschirmjagers - 4 Fallschirmjager Tankbuster - 3 Fallschirmjager Veteran - 3
Light Vehicles -14 /12 /10 Kettenrad - 1 Armed Schimmwagen - 1 Scout Car - 1 Infantry Halftrack - 2 Armored Car - 3 Hotchkiss - 3 Hotchkiss Command Section - 3
Armour -12 /12 /20 Wirblewind - 3 Panzer IV 'IS' - 3 Marder III - 3 Hetzer - 3 Panther - 6 Jagdpanther - 10
Support -16 /18 /14 Support Scout Car - 2 Mortar Halftrack - 3 Light AT Halftrack - 1 50mm AT Halftrack - 3 Munitions Halftrack - 2 Vampire Halftrack - 1 Flakvierling - 3 Flak 88 - 4 Hotchkiss Stuka - 3 Hummel - 6
Game Fixes- Pak speed now corrected when moving in stealth.
- Officers T3 Supervision Aura now works correctly.
- Mark Target now has a proper spot on the UI.
- Commando Emergency Exit fixed.
- Sappers now only stay stealthed for 1 shot.
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Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Why don't you collect up your love beads and potpourri and find something constructive to do.
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sgMisten
Donator
Posts: 778
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« Reply #1 on: August 22, 2009, 03:38:41 am » |
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Whee for more flexibility.
Though just like to point out that under this current system and values, you can get 2 KTs, 2 Jagdpanthers, 3 Pershings etc etc without any penalty.
Which is actually a bonus for special / heavy unit users because they no longer cost PPs. Their loss on e.g. tank pool points doesn't matter because you'd run out of fuel before that is even an issue.
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Nevyen
Honoured Member
Posts: 2365
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« Reply #2 on: August 22, 2009, 03:55:18 am » |
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Thanks for the pointer we are already aware but this is the 1st pass, now that it is in we can adjust so we will look to work that in.
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Mysthalin
Tired King of Stats
Posts: 9028
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« Reply #3 on: August 22, 2009, 04:02:48 am » |
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Looks cool ^^.
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Baine
Steven Spielberg
Posts: 3713
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« Reply #4 on: August 22, 2009, 04:53:48 am » |
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Great! Officer supervise now fixed? (Not the T3, i mean the general supervise!)
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BigDick
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« Reply #5 on: August 22, 2009, 05:02:30 am » |
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marders should be support or vehicles and not tanks and pe infantry availability should be more than 28
or fallschirmjäger/assault flammen shouldnt count as 4 and assault grenadiers shouldnt count as 3 because these units are way more crap than e.g. rangers or airbornes (thats why they are cheaper menpowerwise and you need just more of them cause of almost instantly death)
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BigDick
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« Reply #6 on: August 22, 2009, 05:04:41 am » |
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missing edith:
why are tommie infantry sections on 1 where grenadiers are 2? that makes no sense since tommies are way more survivable than grenadiers and take just half away from availability?
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #7 on: August 22, 2009, 05:26:23 am » |
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missing edith:
why are tommie infantry sections on 1 where grenadiers are 2? that makes no sense since tommies are way more survivable than grenadiers and take just half away from availability?
Because the other inf (semi-elites) are 3, compare to the 4s of the Allied. The numbers arent hard and fast, so these are up for testing first.
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LeoPhone
Honoured Member
Posts: 0
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« Reply #8 on: August 22, 2009, 05:40:20 am » |
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now with this new supply system, it would be handy to have the support units, tanks etc. all in the same roster. like this: those colours are always there and represent infantry, support, vehicles and tanks. if you have to buy units in reserve the colour goes black, if you cant buy any of those units anymore they simply get a X trough them.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #9 on: August 22, 2009, 05:50:43 am » |
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Thats a good idea LeoPhone, I might do icons rather than colours - as I have a colourblind friend who keeps yelling at me when I use colours ;p
An infantry man etc.
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BigDick
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« Reply #10 on: August 22, 2009, 05:57:43 am » |
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missing edith:
why are tommie infantry sections on 1 where grenadiers are 2? that makes no sense since tommies are way more survivable than grenadiers and take just half away from availability?
Because the other inf (semi-elites) are 3, compare to the 4s of the Allied. The numbers arent hard and fast, so these are up for testing first. you cannot compare a 220hp assault grenadier to a 420hp airborne or 390hp ranger the availability cost should be based more on unit cost because you just can and need to buy more of cheaper units that are not that survivable
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #11 on: August 22, 2009, 06:12:13 am » |
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I havent bigdick,
Assault grens are 3. Rangers and AB are 4.
PE needs some tweaks.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #12 on: August 22, 2009, 06:14:08 am » |
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Actually, its not just you BigDick,
Myself and Unkn0wns PE companies need a bit of tweaking to work. Whereas my Brit and AB company seemed fine.
Will tweak / play with the numbers in a few days following more feedback.
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BigDick
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« Reply #13 on: August 22, 2009, 06:20:13 am » |
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ok but 3 is to much for such a weak infantry where tommies can be equiped with bren (for less munitions) and just own assault grens (cost just 1/3 availability) they own even 2 charging squads
or falschirmjäger they got 240hp and cost same availability as 420 hp airbornes (or compared to 325hp tommies they cost 4 times more)
but im glad to hear that you will think about changing something because afaik should the new availability system give you more flexible company builds but my 2 PE companies are (without changing anything) oversupplied by 8 and 10pp
and even changes to a company i actually dont want to play let me not spend all my menpower and munitions without oversupplying
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Baine
Steven Spielberg
Posts: 3713
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« Reply #14 on: August 22, 2009, 06:24:47 am » |
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Thats a good idea LeoPhone, I might do icons rather than colours - as I have a colourblind friend who keeps yelling at me when I use colours ;p
An infantry man etc.
Yeah, it's really hard to tell from the launcher what unit counts as what.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #15 on: August 22, 2009, 06:40:12 am » |
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Thats a good idea LeoPhone, I might do icons rather than colours - as I have a colourblind friend who keeps yelling at me when I use colours ;p
An infantry man etc.
Yeah, it's really hard to tell from the launcher what unit counts as what. Yep, I'll add them sometime this week.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #16 on: August 22, 2009, 06:41:30 am » |
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Also, added in red negative numbers for extra clarity on how your PPs are spent.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
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« Reply #17 on: August 22, 2009, 07:15:20 am » |
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Also, added in red negative numbers for extra clarity on how your PPs are spent.
Aaaand, it looks more confusing. Ah well, if anyone has some ideas on what would be a newbie friendly pool list =/
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Rudy-sanErik
Donator
Posts: 96
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« Reply #18 on: August 22, 2009, 07:24:50 am » |
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When add veteranci bonuses for 50mm HT
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Jazlizard
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« Reply #19 on: August 22, 2009, 07:30:45 am » |
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It's not really confusing, although the red numbers aren't really necessary. I'm fine the way it was but, here is another idea since you asked.
What if it looked like this:
In Reserve Infantry: X/Y (Z) Vehicles: X/Y (Z) Armor: X/Y (Z) Support: X/Y (Z)
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The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
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