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Post by Napoleon Bonaparte on Mar 27, 2016 18:28:53 GMT
I will go in the techs one group at a time.
So the first is infantry.
Regular Infantry Upgrade; adds one battle power to infantry (+1), total if this is applied = 2 (turns required for upgrade = 10)
Advanced Infantry Upgrade; adds one more battle power to the infantry (+2) total if this is applied = 3 (turns required for upgrade = 13)
Tactical Infantry Upgrade; adds the final addition to the infantry upgrade, one more battle power to the infantry (+3) total if this is applied = 4 (turns required for upgrade = 16)
Next up are tanks (armored divisions).
Regular Tank Upgrade; one battle power (+1) increase to your tanks, total if this is applied = 4 (keep in mind that tanks are sophisticated machinery) (turns required for upgrade = 4)
Advanced Tank Upgrade; one more BP increase in tanks (+2) total if this is applied = 5 (turns required for upgrade = 6)
Heavy Tank Upgrade; one more BP increase in tanks (+3) total if this is applied = 6 (turns required for upgrade = 8)
Economic Upgrades;
Regular Economic Upgrade; +1 one turn, you get 8 turns now (turns required for upgrade = 8)
Advanced Economic Upgrade; +1 one turn, you get 9 turns now (turns required for upgrade = 12)
Special for USSR and USA; this tech is only for the USSR and USA and gives them 1 more turn, giving them 10 turns! (turns required for upgrade = 15)
Revolution / Anti Revolution Technology;
SRs (Sponsored Rebellions); you can sponsor a rebellion in an enemy country (more on this in the rules),15 turns to research.
Garrison; controls the rebellion in your country (more on this in the rules),18 turns to research.
Naval Technology
Submarines; useful for destroying battleships and destroyers, need 10 turns to research and one (1) turn to build them.
Destroyers; useful for patrol or defending ports, need 12 turns to research and two (2) turns to build them.
Battleships; useful for raids, offensive missions, need 15 turns to research and three (3) turns to build them.
Troop spacing technology
You can store a minimum of 5 infantries or 3 armored divisions in a province, however this can be increased to a certain amount as well, how? Here's how?
Take the US for example; it has 12 provinces, so it gets to host 60 infantry divisions or 36 armored vehicles. But with the following technology can you increase the amount of units stored
Basic Storage Upgrade; allows you 5 more infantries or 3 more armored divisions per province. Cost for research = 8 turns
Advanced Storage Upgrade; allows you 10 infantries or 6 more tanks per province. Cost for research = 12 turns.
Final Storage Upgrade; allows you 15 infantries or 9 more tanks per province. Cost for research = 18 turns.
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Post by Desophaeus on Mar 30, 2016 13:30:56 GMT
Is there going to be a troop limit technology like "Military Logistics"? or at least something along those lines...
[Less crappy food for your soldiers, so now instead of starving to death, you now may have up to 100 troops complaining about the (slightly) "better" food. But it was worse back then when you had up to 70 whiny troopsters nearly fainting in their plates]
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Post by Napoleon Bonaparte on Mar 30, 2016 14:36:20 GMT
Is there going to be a troop limit technology like "Military Logistics"? or at least something along those lines... [Less crappy food for your soldiers, so now instead of starving to death, you now may have up to 100 troops complaining about the (slightly) "better" food. But it was worse back then when you had up to 70 whiny troopsters nearly fainting in their plates] I'll add it when my net doesn't die, I can't do anything
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Post by Napoleon Bonaparte on Mar 30, 2016 14:58:41 GMT
Updated with troop spacing technology and revised tank battle power, lemme know what you think.
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Post by NetherFreek on Mar 30, 2016 15:06:13 GMT
so when you have 4 provinces, how many tanks will i get?
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Post by Napoleon Bonaparte on Mar 30, 2016 15:06:59 GMT
so when you have 4 provinces, how many tanks will i get? 12.
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Post by Desophaeus on Mar 30, 2016 15:08:34 GMT
so when you have 4 provinces, how many tanks will i get? 12. I think he means production rate, not storage space...
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Post by NetherFreek on Mar 30, 2016 15:09:31 GMT
no, i dont mean the bp,
but i mean, if i spent 1 turn on building infantery with 4 provences i get 4 onfanter, and if i spent 1 turn on building tanks with 4 provences i get ...
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Post by Napoleon Bonaparte on Mar 30, 2016 15:16:15 GMT
no, i dont mean the bp, but i mean, if i spent 1 turn on building infantery with 4 provences i get 4 onfanter, and if i spent 1 turn on building tanks with 4 provences i get ... two then, because you have lesser tank storage so obviously you produce less tanks and vice versa
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Post by Desophaeus on Mar 31, 2016 7:03:02 GMT
Okay, Napoleon Bonaparte has approved the same statistical progression Right now, what I do see here so far from Khurram... what we all see right there in the thread... Please note Inf start at 1 then +1 per upgrade, tank start at 3 then +1 per upgrade At the start Inf 1 BP produced 2 units per 2 prov = 2BP Tank 3 BP produced 1 unit per 1 prov = 3BP One upgrade each Inf 2 BP - 2 unit per 2 prov = 4BP Tank 4 BP - 1 unit per 2 prov = 4BP Two upgrade each Inf 3 BP - 2 unit per 2 prov = 6BP Tank 5 BP - 1 unit per 2 prov = 5BP Three upgrade each Inf 4 BP - 2 unit per 2 prov = 8BP Tank 6 BP - 1 unit per 2 prov = 6BP Maybe make the tank upgrades faster than infantry upgrades to give the players a choice "faster and earlier strong tanks" or "weak but eventually OP infantries" Cap of 5 inf OR 3 tanks per prov let say... At start 2 prov Max 10 inf = 10 BP Max 6 tanks = 18 BP Upgrade troops +1 in 2 prov Max 10 inf = 20 BP Max 6 tanks = 24 BP Upgrade troops +2 in 2 prov Max 10 inf = 30 BP Max 6 tanks = 30 BP Upgrade troops +3 in 2 prov Max 10 inf = 40 BP Max 6 tanks = 36 BP Now the only last thing needed is to update the turns required for inf and tanks upgrades. I'm suggesting maybe something like: Tank +1 require 4 turns Tank +2 require 6 turns Tank +3 require 8 turns Infantry +1 require 10 turns Infantry +2 require 13 turns Infantry +3 require 16 turns I am NOT 100% certain on this, you guys. I'm decent with numbers but I haven't had gotten my hands "dirty digging in the garden" as in getting actual experience playing in a TW. This is my very very first time playing a TW. I suspect that this is a possible solution. Sure, Infantry is OP but you want OP-ness? You have to pay through the nose for it by taking so much time to upgrade them. Before infantries become really the best army, someone might find tanks a far more attractive option but knows his time is seriously limited before he must switch to infantry and lose so much time from his investment in tanks.
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Post by Desophaeus on Mar 31, 2016 7:10:29 GMT
I'm somewhat satisfied with the infantry techs going 10, 13, 16 totaling 39 turns taking about 5 and half phases worth of turns (if all 7 turns in each phase is devoted to infantry tech and no build up). That's a lot to take on if you wanted to go infantry all the way.
I'm curious about what people think about the tank tech turns though. Should it be tweaked? 4, 6, 8 = 18 turns altogether and the investment of tank techs goes only into 1 tank per 2 providences so the tank tech effects aren't that strong as infantry increasing from investing into 1 infantry per 1 providence. Plus tank techs being cheap, still would turn obsolete later on in favor of Infantry strength, so those techs should be pretty cheap (not SO cheap it becomes OP too fast ahead of the curve).
This is what I am trying to help out to achieve a good gameplay balance in TW10 for everyone.
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Post by Napoleon Bonaparte on Mar 31, 2016 9:27:46 GMT
Okay, Napoleon Bonaparte has approved the same statistical progression Right now, what I do see here so far from Khurram... what we all see right there in the thread... Please note Inf start at 1 then +1 per upgrade, tank start at 3 then +1 per upgrade At the start Inf 1 BP produced 2 units per 2 prov = 2BP Tank 3 BP produced 1 unit per 1 prov = 3BP One upgrade each Inf 2 BP - 2 unit per 2 prov = 4BP Tank 4 BP - 1 unit per 2 prov = 4BP Two upgrade each Inf 3 BP - 2 unit per 2 prov = 6BP Tank 5 BP - 1 unit per 2 prov = 5BP Three upgrade each Inf 4 BP - 2 unit per 2 prov = 8BP Tank 6 BP - 1 unit per 2 prov = 6BP Maybe make the tank upgrades faster than infantry upgrades to give the players a choice "faster and earlier strong tanks" or "weak but eventually OP infantries" Cap of 5 inf OR 3 tanks per prov let say... At start 2 prov Max 10 inf = 10 BP Max 6 tanks = 18 BP Upgrade troops +1 in 2 prov Max 10 inf = 20 BP Max 6 tanks = 24 BP Upgrade troops +2 in 2 prov Max 10 inf = 30 BP Max 6 tanks = 30 BP Upgrade troops +3 in 2 prov Max 10 inf = 40 BP Max 6 tanks = 36 BP Now the only last thing needed is to update the turns required for inf and tanks upgrades. I'm suggesting maybe something like: Tank +1 require 4 turns Tank +2 require 6 turns Tank +3 require 8 turns Infantry +1 require 10 turns Infantry +2 require 13 turns Infantry +1 require 16 turns I am NOT 100% certain on this, you guys. I'm decent with numbers but I haven't had gotten my hands "dirty digging in the garden" as in getting actual experience playing in a TW. This is my very very first time playing a TW. I suspect that this is a possible solution. Sure, Infantry is OP but you want OP-ness? You have to pay through the nose for it by taking so much time to upgrade them. Before infantries become really the best army, someone might find tanks a far more attractive option but knows his time is seriously limited before he must switch to infantry and lose so much time from his investment in tanks. yes, this has been approved by me, tho I'll give others the time as well to give an opinion or two about this, IMO this is perfect! 3 cheers for the human calculator Desophaeus BTW
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Post by Desophaeus on Apr 1, 2016 15:38:29 GMT
Still need to update the turns required for Infantry upgrades and tank upgrades.
Inf 10 turns +1 13 turns +2 16 turns +3
Tank 4 turns +1 6 turns +2 8 turns +3
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Post by Napoleon Bonaparte on Apr 1, 2016 16:54:22 GMT
Still need to update the turns required for Infantry upgrades and tank upgrades. Inf 10 turns +1 13 turns +2 16 turns +3 Tank 4 turns +1 6 turns +2 8 turns +3 done...
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Post by Desophaeus on Apr 1, 2016 17:54:27 GMT
Still need to update the turns required for Infantry upgrades and tank upgrades. Inf 10 turns +1 13 turns +2 16 turns +3 Tank 4 turns +1 6 turns +2 8 turns +3 done... Huh? Why is the first tank tech at 9 turns, then 2nd at 4 turns, 3rd at 6? Just wondering
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