31stPzGren
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« on: February 12, 2009, 08:33:39 pm » |
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If anyone played "World in Conflict" you will see that it features a one resource system and does it pretty well and balance things equally. I think this can be implemented in EiR/OMG as well.
The key to making a person play Infantry/Armour/Support companies is to have exclusive features which other companies do not possess and the doctrine abilities should be complementing and not overpowering.
The basics of which are;
i. There must be clearly defined Armour/Infantry/Support Companies. ii. In these companies, the respectively named unit will be cheaper while the rest, more expensive. iii. Upgrades can arguably cost more MP and not munitions because they increase the efficiency of the troop at killing other troops, thereby being a "force multiplier". The virtue in defeating these units, would then be done by using the proper counters. iv. Restrict the availability of "special" or "elite" units to the specialised companies only. v. Implement abilities to complement each side.
For illustration Purposes, not indicative of balance Example of Variations in Cost of Rifleman
Infantry Company - 200 MP Armour Company - 300 MP Support Company - 250 MP
Example of Variations in Cost of M10
Infantry Company - 600 MP Armour Company - 500 MP Support Company - 700 MP
Example of Variations in Cost of ATG Infantry Company -650 MP Armour Company - 750 MP Support Company - 550 MP
Reasoning Each unit is grouped accordingly to which faction it suits more and is therefore cheaper for it. The figures are given as an impression of three tiers of pricing from Common to Uncommon to Rare (in "Magic" terms)
Unit Classification Normal - This means every company has it. Rifleman, HMG, Mortar, Anti Tank Gun, Sherman, M10, M8, halftrack, Crocodile, Engineer, Jeep, Sniper. Exclusive - Only specified Faction has it unless otherwise specified Ranger - Infantry Airborne - Infantry Howitzer - Support Calliope - Support Pershing - Armour
Doctrine Abilities - Illustration Infantry Company
Mechanised Infantry Tree T1 Efficient Mobilisation - All infantry only call ins have 25% reduction in call in times. T2 Light Strike Vehicles - 10-20% MP Discount on Half-track & M8s T3 Sprint - All infantry & Vehicles move 25% faster when activated. Last 30 seconds. No negative effect, unlimited uses, 7 min cooldown. T4 Combined Arms - Any call in with a combination of infantry and halftrack arrives on the field instantly regardless of call in times.
Artillery Support Tree T1 Light Tactical Support - 1 Use of Each, Mortar Barrage and Smoke Barrage. 2 sec - 2.5 sec drop time. About 8-10 mortar rounds dropped within 3 seconds, covering a wide spread (like Wehr Officer barrage) T2 Advance Tactical Support - 2 Use each T3 Light Battery Support - Adds 2 use Offmap Arty T4 Grants Howitzer for purchase
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