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Author Topic: Launcher 0.9 C, D and E proposed changes / Enhancements  (Read 4735 times)
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« on: December 09, 2013, 06:57:54 pm »

Here I will list the potential changes for the next few patches.

In no particular order:

Commander Advantages
Temporary Resource, Pool and XP bonus cards, slottable in the Advantages page.
These will be 1-5 games worth of bonuses, of variable amounts.
There will be 'level' restricitons, and these levels will be attained by warmap card use (on the warmap) and battles.

Battle Advantages
One-off use cards, slottable in the RTS phase of a battle.
These will fall into one of three categories:
- Intelligence
Recon run type 'offmaps' and the like.

- Support
Arty style offmaps, and utility abilities.

- Reinforcements
Temporary units that do not stay in the company, limited use - restricted by pop only (As they come from cards, rather than your built company)

All of these cards will be scaled in power, with 'Rare' 'Legendary' being an equivilant in power to a normal offmap, scaled down from there.  Thus, commons will be more plentiful, but limited in usefulness.
We will attempt to make sure these 'offmaps' and the like stand out from normal abilities, with a different type of smoke etc (so you cant 'fake' a normal ability drop).

Warmap End game
The warmap will automatically end the war when one side hits the VP cap, AND is over the enemies VP amount by a significant amount (Like advantage in tennis), and at that point, the warmap will no longer be in effect.

When this happens, a 'End of war' type screen will be selectable from the warmap page, and show details like 'Best Axis player' and other tidbits.  This will stay this way for 50 'battles' worth of games (1 per player limit in game, 3 for a 3v3 for example) - and after that point, a 'wipe' will occur.

For these wipes, companies will lose all vet, and 'Commander' xp (when implemented) - but you will keep all gold and cards.

As an extention, I *may* code in an option to keep one unit as a carry over to the next war, but I believe this has some serious balance issues, and is very difficult to code (so, dont hold your breath).

Thats it really, there is no timeframe for these additions, and I will not give any out - Ive let you guys down too much in the past, so when I patch - you'll know =)

Regards
EIRRMod & the Dev Team!

Edit: Based off legendaries, not rares, oops.
« Last Edit: December 09, 2013, 07:09:31 pm by EIRRMod » Logged

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M1d Offline
EIR Veteran
Posts: 101


« Reply #1 on: December 09, 2013, 07:09:20 pm »

Cant wait!  Cool

As an extention, I *may* code in an option to keep one unit as a carry over to the next war, but I believe this has some serious balance issues, and is very difficult to code (so, dont hold your breath).

I don't really see the point as it will more than likely end up as everyones vet 5 Elefant etc..  Roll Eyes
New War.. New Wipe!

Everythin else sounds epic tho.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #2 on: December 09, 2013, 07:10:47 pm »

I don't really see the point as it will more than likely end up as everyones vet 5 Elefant etc..  Roll Eyes
New War.. New Wipe!
Yeah, exactly - thats my problem with it too.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #3 on: December 09, 2013, 07:24:27 pm »

Just careful with wipe, you don't Ctrl+delete everything.
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You are welcome to your opinion.

You are also welcome to be wrong.
EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #4 on: December 09, 2013, 07:41:01 pm »

Just careful with wipe, you don't Ctrl+delete everything.
Shift-Delete?

CTRL-Delete does nothing afaik
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terrapinsrock Offline
EIR Veteran
Posts: 1009



« Reply #5 on: December 09, 2013, 08:12:29 pm »

Like the ideas!

Just don't like the carry over thing, everyone will just bring their Maus.
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XIIcorps Offline
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« Reply #6 on: December 09, 2013, 10:44:27 pm »

Like the ideas!

Just don't like the carry over thing, everyone will just bring their Maus.
nah bro minesweepers ftw
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terrapinsrock Offline
EIR Veteran
Posts: 1009



« Reply #7 on: December 09, 2013, 11:00:23 pm »

nah bro minesweepers ftw

vet 5 minesweepers with V1's then? yes plz
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #8 on: December 10, 2013, 07:18:58 am »

Warmap End game
The warmap will automatically end the war when one side hits the VP cap, AND is over the enemies VP amount by a significant amount (Like advantage in tennis), and at that point, the warmap will no longer be in effect.

But then it will still be like ww1 with no territorial changes. The side that captures berlin/paris should win. You should increase the amount of defence points that attacks reduce so that it's possible to capture and afterwards defend sectors with a coordinated push and then eventually onwards to berlin/paris.
« Last Edit: December 10, 2013, 10:25:37 am by PonySlaystation » Logged

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brn4meplz Offline
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Posts: 6952


« Reply #9 on: December 10, 2013, 08:59:18 am »

Like the ideas!

Just don't like the carry over thing, everyone will just bring their Maus.

The idea for carrying a unit over is either it's  restricted to vanilla doctrine units, or doctrinal units(which you'd still have to unlock to field) even if reward units factored into it, you'd still have to play a card for it to prevent start of the war Maus and stuff. Additionally, at some point restrictions will be in place for when stuff gets accessed.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #10 on: December 10, 2013, 10:13:06 am »

just keep it to 1 squad of infantry. marine or elitegrens
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nikomas Offline
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Posts: 4286



« Reply #11 on: December 10, 2013, 10:18:49 am »

tbh a non reward doctrine unit would be fine.

(Mah vet 5 panzer Sad)
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chefarzt Offline
EIR Veteran
Posts: 1906



« Reply #12 on: December 10, 2013, 01:30:41 pm »

So no changes to pool system, except the cards?
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #13 on: December 10, 2013, 02:27:06 pm »

But then it will still be like ww1 with no territorial changes. The side that captures berlin/paris should win. You should increase the amount of defence points that attacks reduce so that it's possible to capture and afterwards defend sectors with a coordinated push and then eventually onwards to berlin/paris.
The VP amount required to win is 5000 VPs.
You gain a VERY large amount of VPs for capturing the main VP points, and also the movable 'war theatres' too.

As for 'increasing the defence points taken via attacks' - thats what the cards are for.
Reduce that Defence Modifier down to 50% and all attacks are doing DOUBLE their normal attack amount.
Use cards to remove the Defence points themselves etc.
The cards are buffed to be more useful, OP in my eyes, but noone was using them.
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