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Author Topic: Pop numbers  (Read 9461 times)
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Malgoroth Offline
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« Reply #20 on: December 14, 2010, 03:12:51 pm »

It's hilarious that so many people are all like "WHAT!?!?!?!"
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Killer344 Offline
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« Reply #21 on: December 14, 2010, 04:05:01 pm »

It has been like that since 2007 lolz.
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TheIcelandicManiac Offline
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« Reply #22 on: December 14, 2010, 04:57:37 pm »

people really didnt know about less than 8 pop thing?

was this not in there not a part in the tutorial about this?
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EIRRMod Offline
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« Reply #23 on: December 14, 2010, 05:12:11 pm »

Always been like that, in old EiR callins below 8 Pop weren't even allowed in the first place. Now we just have it give a timer increase for more freedom
Hang on, I think people are getting a bit confused.

You can have pop callins of below 8 (any number tbh) - but that callin ITSELF suffers no penalty, nor does any other callins.

The PENALTY comes from how callin timers WORK.
6 sec x number of callins previously called in.

Example
If you say had one callin of 25 at the start of a game, you click it - it comes on straight away. (6 sec x 0 previous callins)

Then say you call in a tank later, after fucking up your start - it comes in 6 secs (6 sec x 1 previous callins [Your starting callin])

This continues all along the game, no increase penatlies... HOWEVER.  Say you did this at the start for your starting callin:

Rifles first callin (0 sec)
Rifles second callin (6 sec:  6 x 1 prev)
MG third callin (12 sec: 6 x 2 prev)
Mortar fourth callin (18 sec: 6 x 3 prev)
etc etc etc

So, while lower pop gives you more freedom, you will find your reinforcement callins taking much more time.
When you have to wait 30 / 40 secs for a callin, while your opponent is at say 12 secs.... well you can see the penalty! (Advantage too ;p)

Does that clear it all up?
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Killer344 Offline
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« Reply #24 on: December 14, 2010, 05:17:27 pm »

I thought you got -1s less for each minute you didn't call in anything?
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Demon767 Offline
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« Reply #25 on: December 14, 2010, 06:22:51 pm »

Ive always played at high penalty time cuz im awesome  and i like freedom to counter
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« Reply #26 on: December 14, 2010, 06:36:55 pm »

I thought you got -1s less for each minute you didn't call in anything?
Where the hell did ya get that? lol?

Id love to know where people are getting this 'info' from hahahaha!  Please post me some links where I was asked and replied Wink
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Mysthalin Offline
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« Reply #27 on: December 14, 2010, 06:45:10 pm »

I'm pretty sure there is the -1 second reduction per minute of game passed, Luci : it how it worked back in vEiR and it seems to be the same in EiRR : at least I'm very certain that in the off cases my core doesn't get whiped for 5 minutes, my next callin will arrive instantly.

Could do a test, ofc..
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EIRRMod Offline
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« Reply #28 on: December 14, 2010, 07:35:22 pm »

I'm pretty sure there is the -1 second reduction per minute of game passed, Luci : it how it worked back in vEiR and it seems to be the same in EiRR : at least I'm very certain that in the off cases my core doesn't get whiped for 5 minutes, my next callin will arrive instantly.

Could do a test, ofc..
I misread what killer posted - I thought he meant -1s off the 6sec multiplier ;P

Theres a flat -1s per minute passed yeah Wink
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Malgoroth Offline
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« Reply #29 on: December 14, 2010, 09:02:08 pm »

Hang on, I think people are getting a bit confused.

You can have pop callins of below 8 (any number tbh) - but that callin ITSELF suffers no penalty, nor does any other callins.

The PENALTY comes from how callin timers WORK.
6 sec x number of callins previously called in.

Example
If you say had one callin of 25 at the start of a game, you click it - it comes on straight away. (6 sec x 0 previous callins)

Then say you call in a tank later, after fucking up your start - it comes in 6 secs (6 sec x 1 previous callins [Your starting callin])

This continues all along the game, no increase penatlies... HOWEVER.  Say you did this at the start for your starting callin:

Rifles first callin (0 sec)
Rifles second callin (6 sec:  6 x 1 prev)
MG third callin (12 sec: 6 x 2 prev)
Mortar fourth callin (18 sec: 6 x 3 prev)
etc etc etc

So, while lower pop gives you more freedom, you will find your reinforcement callins taking much more time.
When you have to wait 30 / 40 secs for a callin, while your opponent is at say 12 secs.... well you can see the penalty! (Advantage too ;p)

Does that clear it all up?

Ahh. ok. that's precisely what I thought. I was getting confused for a second there, having played this mod since 2007 and never hearing of the below-8-pop thing.

EIRRMod arrives to set the masses straight.
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Heartmann Offline
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« Reply #30 on: December 14, 2010, 11:10:26 pm »

Like a Boss Wink
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Illegal_Carrot Offline
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« Reply #31 on: December 15, 2010, 12:52:38 am »

Hang on, I think people are getting a bit confused.
So Smokaz was wrong?
He got pretty mad at me for not knowing "such a basic mechanic of EiR" after having played for so long. Turns out he had no idea what he's talking about. Grin
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Smokaz Offline
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« Reply #32 on: December 15, 2010, 12:56:24 am »

Actually what I said was that small callins increased your call in time, which is still right.

Admittely it's news to me that there's not a special penalty.. and I'm still in disbelief.

For those of you who have run single ATG/Pak callins with your company's you know what I mean. It seems to increase more than what is said here in this thread.
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Mysthalin Offline
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« Reply #33 on: December 15, 2010, 04:14:40 am »

single jeep callin begining of game. Under 3 popcap. Never caused more than the usual callin time being applied to my further units ariving Tongue.
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tank130 Offline
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« Reply #34 on: December 15, 2010, 05:20:40 pm »

Well this is good news.......... but now it means I just suck......
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poyrazthewicked Offline
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« Reply #35 on: December 26, 2010, 09:31:09 pm »

this will force all players to rebuild their company again...

-wickY26
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Demon767 Offline
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« Reply #36 on: December 26, 2010, 09:54:22 pm »

i think the starting pop cap should be 10, to replicate the scout force every army has these days, not just the mianforce hitting mainforce directly.
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Smokaz Offline
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« Reply #37 on: December 26, 2010, 11:17:09 pm »

Bigger variations in the pop sizes in both increasing and decreasing direction could make for some interesting games.

Interesting because it increases the focus on your composition. A 60 pop force can look vastly different to a 40 pop one. A 20 pop battle will be a smaller skirmish, where realisticly a thing like a king tiger or a tiger or 5 atg's from one single player isn't very likely.

Teamwork might become less important, and more important.

Someting for the warmap, I suppose.

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Demon767 Offline
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« Reply #38 on: December 27, 2010, 12:50:47 am »

yer exactly. you might think of having some rifles and ATG or double infantry squads etc etc. los of variations of recon forces. still quite balanced.
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Tymathee Offline
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« Reply #39 on: December 27, 2010, 03:07:02 am »

hmm. notice to know about the 6 x thing though. I tend to have quite a few smaller call ins i'd change it but i like being able to call in that one at gun when i've got 4 pop free and not having to sit around waiting for stuff to die or pop to free up.
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