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Author Topic: Doctrine Differentiation  (Read 8349 times)
0 Members and 5 Guests are viewing this topic.
DerangedFerret Offline
EIR Veteran
Posts: 283


« on: February 20, 2008, 03:11:05 pm »

A suggestion for more variety on doctrines. What if when you picked a doctrine, you got an inherent bonus. Such as, Axis defensive, +10% hp, -10% firepower.

Or Blitzkreig, +20% speed, minus 10% armor.

Something like an inherent bonus to help differentiate each doctrine more.

Like Allied armor, +10% vehicle armor, -10% rifleman hp.

Airborne +10% infantry hp, -10% armour hp.

Stuff like that.
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slowzo Offline
EIR Veteran
Posts: 106


« Reply #1 on: February 20, 2008, 03:14:42 pm »

I like it.  It would add allot more of a different play style for each doctrine.
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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #2 on: February 20, 2008, 03:38:22 pm »

It's a great idea.  We'll likely incorporate it into 2.0. Smiley
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Apex Offline
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Posts: 2971


« Reply #3 on: February 20, 2008, 03:44:07 pm »

Too unoticable imo, and if strong enough to get noticed, likely to screw up balance.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #4 on: February 20, 2008, 03:50:31 pm »

That's the point. To screw up the current balance and force players to use different tactics depending on their doctrine. To add some difference between a terror player and a blitzkreig player, apart from CP abilities.
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Lai Offline
Propaganda Minister
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Posts: 3060


« Reply #5 on: February 20, 2008, 04:06:06 pm »

Another reason to spam. Why do people love to spam? Finesse and variation my friends.
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minehold3 Offline
EIR Veteran
Posts: 121


« Reply #6 on: February 20, 2008, 04:08:12 pm »

or like airborne +20 hp to all infantry -20 tank hp
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #7 on: February 20, 2008, 04:08:45 pm »

funny how some of us suggested this a while back and it got shot down with the reason being "people dont like negatives." the suggestion was EXACTLY the same as the one ferret just put up, and now all of a sudden its a great idea?
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #8 on: February 20, 2008, 04:11:42 pm »

Beh. Doctrines should be defined through their doctrine abilities.  I agree with Lai: This only encourages minmaxing.

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This may be the most offensive thing I've read.  At least, today.
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #9 on: February 20, 2008, 04:41:14 pm »

Doctrine abilities only make a difference LATER in the game, as players gain CP. By adding this to the game, there will be a more fundamental difference between each doctrine.

Also, it'll give players a reason to pick a doctrine, not just because of the CP abilities, but also because of inherent bonuses.
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scrapking Offline
EIR Veteran
Posts: 924


« Reply #10 on: February 20, 2008, 04:51:52 pm »

I like it, but Apex has a point too.

If its a subtle difference, no it wont be huge, but it could add some flavor.  Too huge of an effect would be the mistake.

But great concept.
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #11 on: February 20, 2008, 04:56:12 pm »

I'm not constitutionally against differentiation.  Back in the day, I suggested Resource Bonuses be tied to company type: IE fuel to blitz, manpower to infantry, etc.. That had its own problems, the current system is probably better.

But straight up bonuses to some unit types and negatives to others simply encourages minmaxing in my view - at least if they are significant bonuses to combat performance.  

Doctrines would be more different off the bat if players got more CPs. *cough* ;p


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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #12 on: February 20, 2008, 04:58:52 pm »

Can someone explain what minmaxing is?
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #13 on: February 20, 2008, 05:05:54 pm »

Quote
Doctrines would be more different off the bat if players got more CPs. *cough* ;p

No they wouldnt, they would be the same, only quicker.
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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #14 on: February 20, 2008, 05:09:00 pm »

"off the bat"
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #15 on: February 20, 2008, 05:22:08 pm »

Quote
Can someone explain what minmaxing is?
Minimizing most aspects of something and maximizing others - usually in such a fashion as to break a game system.  It comes from roleplaying games, where players would make drooling idiot warriors who could slice through titanium with a wooden stick. 

It's what tends to break freeform customization systems.

In EiR...Let's say a player went Infantry, got Cohesion, and stacked that with a health bonus for riflemen he got simply by going Infantry. His riflemen might have so much health now that they could survive howitzer shells and sniper shots.  Then he just spams these uber riflemen. 
« Last Edit: February 20, 2008, 05:28:44 pm by DeadlyShoe » Logged
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #16 on: February 20, 2008, 05:31:23 pm »

i kinda dont like it either because if i go blitz i dont want a fuel increase...i want mun cause i use storms more than armour
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I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #17 on: February 20, 2008, 05:37:09 pm »

How about is, Armor got more fuel, Inf get more manpower, and Airborne get more Mun?
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^<-- Duck ™ and ©


 We need more axis players!:
GammaCommander Offline
EIR Veteran
Posts: 651


« Reply #18 on: February 20, 2008, 06:14:18 pm »

Well Shoe, isn't that what choosing doctrines is for? People don't choose Airborne to spam spam tanks and people don't choose Defensive For the Fatherland Defense if they only like to attack. I wouldn't mind the doctrines giving modifiers and I think it would be a good way to help make the doctrines more unique. IMO, the modifiers pertain to the doctrine.

ie.
Blitzkrieg = Vehicles have 10% faster movement
Terror = Units deal 10% more suppression and 5% more damage.
Defensive = Units are 10% more resilient against suppression and take 5% less damage.

Airborne = Units cap 30% faster
Armor = Vehicles 5% less received penetration
Infantry = Infantry have 10% more health.
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AirborneCommander - Blank
DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor

http://snarkersville.myminicity.com/tra

http://snarkersville.myminicity.comhttp://snarkersville.myminicity.com/ind
DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #19 on: February 20, 2008, 06:22:11 pm »

What's the difference between that and t1 abilities?
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