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Author Topic: How a one resource system can work.  (Read 3058 times)
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31stPzGren Offline
EIR Veteran
Posts: 455


« on: February 12, 2009, 08:33:39 pm »

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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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #1 on: February 13, 2009, 06:50:43 am »

Good idea, but...
"EiR r stay tru to vCoH"
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #2 on: February 13, 2009, 11:01:12 am »

he´s not talking about changing units stats.......
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Gen Offline
EIR Regular
Posts: 33


« Reply #3 on: February 13, 2009, 07:30:37 pm »

This would be dull.
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No its not necessary to sneak a pak and several storm trooper squads behind to kill their calliope if the game is already over.
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