30.07.2016 - 04:12
Another freaking world map clone?!? Yep. I have been continually impressed with the balance and variety of units that the creators came up with. However, they created a whole host of categories (and medals to win) that are not used in standard modern-tech maps. A number of fantasy maps have come up with some great uses for some of these categories...but rarely in modern maps. So, I wanted to try to come up with a serious, workable set of units, having exactly one of every category type. The map is the World Map, with adjustments I made in a previous clone. I designated Philadelphia as a port city; I added Tijuana to Mexico on the Pacific coast; and I rearranged a few cities in Russia: Far East. (once I take the time to learn to draw borders on my Mac, I'll split India into a north and south, with the southern cap at Mumbai; and make a number of river systems navigable, such as the Mississippi River, St.Lawrence Seaway, etc.). Here are the units I came up with under the current version (I will be starting a game on it soon...versions 1 and 2 are playing out now, and there's promise). I have taken strategies and upgrades into account, of course. Here we go: (A = attack; D = defense; CC = critical chance; Col = collateral; HP = hit points; R = range; V = view range; Cap = Capacity) Ground: Secondary Defense - Militia - no change. Ground: Main Defense - Infantry - no change. Ground: Special Defense - Anti-Aircraft - I increased the defense to 5, and then decreased the defense bonus to +6 in order to compensate. I also reduced the bonus further to +4 against all stealth air units (an idea I got from another map...I thought it intriguing and possibly more realistic). Because of all of that, I left the cost the same at 180. Ground: Other - Anti-Armor Infantry - I snagged this from the rare units. It is a more powerful infantry unit with a +2 defense bonus against all Tanks. And, since it is an infantry unit, it has the -2 defense against helicopters that regular Infantry have. Anti-Armor Infantry: 5A; 7D; 5CC; Col.0; 7HP; 6R; 16V; Cap.0; Cost = 100 Ground: Secondary Attack - Light Tanks - I took these from the rare units, as well. The general idea is that they are light and fast and cheap, but also not very strong. -1 defense against Anti-Armor units. Light Tanks: 6A; 3D; 5CC; Col.1; 7HP; 8R; 16V; Cap.0; Cost = 90 Ground: Main Attack - Tanks - no change, except for the -1 defense bonus against Anti-Armor units. Ground: Special Attack - Heavy Artillery - another snag from the rare units. I increased the range and added a +2 defense bonus against all non-stealth Air units. Heavy Artillery: 10A; 6D; 5CC; Col.4; 7HP; 5R; 18V; Cap.0; Cost = 160 Ground: Stealth - Marines - no change. Ground: Support - Jeeps - a fun idea, a mobile unit, not particularly strong, but handy in that it hauls around up to 2 Militia. Just for the heck of it, I made Jeeps transportable. Jeeps: 5A; 3D; 5CC; Col.0; 1HP; 7R; 16V; Cap.2*; Cost = 150 (*Militia only) Ground: Transport - Armored Transport - nothing crazy, just hauls around up to 5 of any transportable ground unit. -1 defense against Anti-Armor units. Armored Transport: 1A; 4D; 5CC; Col.0; 7HP; 8R; 16V; Cap.5; Cost = 400 I'll add as a comment the Naval and Air units tomorrow. ~Rat
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30.07.2016 - 04:27
Naval: Defense - Coastal Batteries - another unit from the rare category, this time as a naval unit instead of a ground unit. It has the shortest possible range permitted by the category, and it is basically a naval version of an AA gun, except that the bonuses are +8 against all Naval units, except +5 against all stealth Naval units. Coastal Batteries: 1A; 6D; 5CC; Col.0; 7HP; 4R; 20V; Cap.0; Cost = 220 Naval: Secondary Attack - Battleships - surprise, surprise, another former rare unit! They are a step up from Destroyers, of course, but not as fast (if you have the fast NMA upgrade). As a little twist, I added the capacity to carry 1 transportable Ground unit. It has the same defense bonuses/nerfs as Destroyers, specifically, -1 defense against all submarines; +1 defense against Bombers. Battleships: 10A; 8D; 5CC; Col.3; 7HP; 10R; 18V; Cap.1; Cost = 270 Naval: Main Attack - Destroyers - no change, except made sure that it had -1 defense against all submarines. Naval: Special Attack - Frigates - in my crude understanding of naval warfare, Frigates are/were generally lighter and faster than Destroyers, and often had sub-busting capabilities. So, my Frigates are a little weaker in attack and defense, a little faster, and have a bigger view range (biggest the category permitted). It has a defense bonus of +2 against all submarines. Just like the other warships, it also has a +1 defense bonus against Bombers. Frigates: 8A; 6D; 5CC; Col.1; 7HP; 12R; 22V; Cap.0; Cost = 240 Naval: Stealth - Submarines - no change, except added a -1 defense bonus against Frigates. Naval: Other - Nuclear Submarines - made this one up, I had originally put recon subs from the rare units in this slot, then changed my mind. These are bigger, but also can go farther and hold more Marines. Same defense bonuses as regular Submarines: +1 against Bombers and Infantry; +2 defense against all warships except, -1 defense against Frigates. Nuclear Submarines: 8A; 6D; 5CC; Col.2; 7HP; 12R; 21V; Cap.4*; Cost = 250 (*Marines only) Naval: Support - Patrol Craft - something I made up, loosely based on units others have had in their modern clones. Transports 2 Militia, -1 defense bonus against all submarines. Patrol Craft: 5A; 4D; 5CC; Col.0; 1HP; 6R; 16V; Cap.2*; Cost = 150 (*Militia only) Naval: Transport - Transports - no change. I'll come back with Air units soon...
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31.07.2016 - 01:39
Air units: I bring a number of fighters to the mainstream, both from the rare units and from my own creation. As such, the massive +6 defense against Bombers, and the also quite large -4 defense that Bombers have against Fighters, seemed unreasonable. It's fine if they are a rare unit, but now that I made them mainstream, I felt the need to temper the bonuses. Specifically, I cut them in half. All fighters have a +3 defense against Bombers, and all bombers have a -2 defense against all fighters. Naturally, as the map is played, I may reduce them (maybe +2 and -1...we shall see). Air: Defense - Anti-Armor Fighters - this one was a real head scratcher. All of my units to this point have been fairly universal (overlooking the fact that only certain nations have air stealth capability). At this point, though, after mulling it over for some time, and figured why not pick on tanks some more, I picked the US class A-10 Thunderbolt. They are anti-tank planes with a near-silent approach on their attack vector, and their .50 calibre gatling-style machine gun pops tanks open like can openers. I made them defensive units, and gave them the same defense bonuses as all the other fighters. I also gave them enough range to travel with Air Transports with SM (range goes from 13 to 15 with the strat). Anti-Armor Fighters: 5A; 7D; 5CC; Col.2; 7HP; 15R; 24V; Cap.0; Cost = 150 Air: Main Attack - Bombers - no change, except adjusted the defense bonus to -2 against all fighter units. I originally gave them the same numbers as the standard stealth units (7A; 4D) because bombers aren't as defendable or deployable as fighters and helicopters. However, when considering the strats (SM and RA, primarily), I decided to leave the Bombers alone and just update their defense bonuses as I described above. Air: Special Attack - Helicopters - no change, except reduced cost to 170 and changed the defense bonuses to: -1 against all fighter units; +2 against Bombers. Air: Secondary Attack - Fighters - here I was looking to make a more aggressive attack unit while trying to maintain the natural balance of all the units. They cost more than Bombers, for those reasons. +3 defense bonus against Bombers. Fighters: 7A; 5D; 5CC; Col.3; 7HP; 17R; 25V; Cap.0; Cost = 180 Air: Stealth - Stealth Bombers - no change, except adjusted the defense nerf to -2 against all fighter units. Air: Other - Stealth Fighters - I made this one up as a more limited stealth unit, making it a little more interesting for those of us who haven't unlocked air stealth and wonder if it's worth it, when not running MoS. Because of the expensive upgrade, though, balance is the key. As such, these fighters are slower and not as powerful, and therefore cost less than the Stealth Bombers, but still cost quite a bit more than the other fighter units. Stealth Fighters: 6A; 4D; 5CC; Col.2; 7HP; 13R; 24V; Cap.0; Cost = 240 Air: Support - Sentry Planes - no change. Air: Transport - Air Transports - no change. That's it. Hope you try it out and have fun! I'll be hosting casual games on it regularly for ongoing testing and fun.
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31.07.2016 - 04:34
Something I forgot to note about all submarines: the +1 defense bonus against Infantry also applies to Anti-Armor Infantry. I don't think I made that clear. Here is a convention I stick to that you should know: If I say "-2 defense against all Fighter units", then that means that the defense bonus applies when any Fighter unit attacks, including Fighters, Anti-Armor Fighters and Stealth Fighters. However, if I say, for example, "+1 defense bonus against Bombers", then that defense bonus only applies against attacking Bombers, and NOT against Stealth Bombers. There is no "all" and no "units". It means only "Bombers". I have gone to great lengths in this thread, and in the unit descriptions in the menu, to stay consistent with this so that it is clear what you are defended against. As an aside: if it wasn't for DS, I would have made helicopters cost around 120 or 130. They are effective against troops (infantry and militia); however, their otherwise modest attack of 6, defense of 4, and their limited range of 8 (for aircraft), are the only thing that has made me wonder what the unit creators must have been thinking when setting the cost at 200. Now with the capacity upgrade, maybe they would be worth 140 at most. With a cost of 140, I would recommend changing DS to reduce the cost by 10 to 130 (the final cost of DS helicopters now), while still doing everything else. (DS reduces the cost of helicopters by 70!). In fact, it is because of DS and the capacity upgrade that I may end up putting them back at 200. Fighters (ASA) might be too cheap...using my rule of thumb for setting unit costs, they could be 180 or 190. If they get spammed and people are unstoppable with them, then I may increase the cost to 190 (or maybe more, hopefully it won't come to that). The same goes for Anti-Armor Fighters. With my rule of thumb, they could cost 150 or 160. I'll raise them to 160 (or more) if it turns out that they are more effective than I anticipate. Also, if these defense bonuses/nerfs between fighter and bomber units are still too big, I will reduce them to: all Fighter units = +2 against Bombers, and all Bomber units = -1 against all Fighter units. In fact, I'll do this first before I change their costs.
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01.08.2016 - 00:55
I understand your point, but consider the following: There are medals to be won by destroying them: SP!!!!!! The Ground units can be effective when you could use some cheap, long range attack to expand in the early turns quickly (Light Tanks; Jeeps) - this is particularly true when you have the Affordable Support upgrade, which takes 50 off the cost of all "Support" units, not just Sentry Planes. RA makes Tanks pretty cheap (90 with a higher crit, particularly with the new lucky tank upgrade). Anti-Tank Infantry can help make a dent, more than standard Infantry with the lucky upgrade could, at least on a 1 to 1 basis. The Naval units are effective when you could use some cheap, but much more easily maneuverable, defense lines around a port city or island city, instead of planting Militia that just get marooned in place after an attack. For a bigger punch, you've got the Coastal Batteries. Remember, NC Destroyers attack at 11 with a crit of 7. The CBs, probably most effective in the city itself, would give you an edge, just like AA guns give you an edge against SM Bombers. A row or two of Patrol Craft would be quickly deployable and buy you time. The units are highly complementary when you consider the strats. A strategy boosts preferred units and substantially reduces their cost, so a majority of the time, you will be using the strat units. I get that. However, these other categories provide interesting alternatives to the nerved units. Consider: NC nerfs Tanks, but not Light Tanks or Heavy Artillery. Perfect substitutes? No, nor should they be. However, it provides greater flexibility. Also, NC enables Destroyers to carry a ground unit. Otherwise, they do not. My Battleships do, regardless, but at the slower range of 10 instead of 11 (fast destroyers) or the range of 13 (NC) or 14 (NC + fast destroyers). MoS nerfs Destroyers, but not Battleships or Frigates. When you bring your backup (militia and infantry units), you want protection, and a Destroyer that is reduced to a defense of 6 and a range of 9, while your transports go 10, is a substantial handicap. I'd want some Battleships escorting my transports. Also, when not using NC, the faster range of the Frigates allows you to move your transports the full 10 range because the ships you use for the new defense lines can pass the Transport from the central stack, while the lines you had might get turn-blocked and collapse. You can do that on any map with Destroyers, but it's slower...a little better with the fast Destroyer upgrade. PD nerfs Main Attack units, but not Secondary or Special attack units. Again, utilizing every category provides additional dimensions. RA nerfs Infantry and Militia, but not Anti-Armor Infantry - a pricey but viable alternative. IF kills range, leaving your Militia stranded. Jeeps are an intriguing option, though necessarily limited in capacity, and not dirt cheap, either...though, not as pricey as the Armored Transports. SM boosts Bombers' attack and crit, but nerfs the defense to 5, and only reduces their cost to 130 from 160. Giving Anti-Armor Fighters a range of 15 allows them to keep up with SM Air Transports with their defense of 7 and +3 bonus against any attacking Bombers (whether someone else is using SM or not). This is a substantial advantage for only 150 each. And, when not running SM, they are still effective units to have in the same stack as standard Bombers (also range of 15) as effective defense against attacking Bombers, as well as having a greater effective attack when going after a stack of any Tanks or other armored units. If you have the upgrades, an Air Transport that carries 5 units is great, and if you can afford them, even at 550 each with the cheap transportation upgrade, the Armored Transports are a cost-effective option, where they also carry 5 units and cost only 400. Of course, the tradeoff is that they only go 8, not 13 like Air Transports do. Many people don't have both capacity upgrades, so that 5th unit of transport, at a discount, can be a boon, with the shorter range preventing spamming and spoiling the balance of the game. Obviously, if you use SM, you're going to use the Air Transports, hands down. I guess I'd better stop here...if anyone is still reading this far, you're certifiable...as am I. ~Rat
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05.08.2016 - 04:50
Update: v3.1 I made some changes, all related to the defense bonuses. all Tanks = -1 against Anti-Armor Fighters (previously included Anti-Armor Infantry). all Fighters = +2 defense against Bombers (previously +3). all Bombers = -1 against all Fighters (previously -2). Heavy Artillery = +2 against all non-stealth Air units, except no bonus against Anti-Armor Fighters (previously did not include the exception). all Submarines, Marines and Assassins = these units already have +1 defense against Infantry as established by the creators, and I included a +1 bonus against Anti-Armor Infantry.
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05.08.2016 - 23:01
I just started a new casual game on v3.1: Http://atwar-game.com/games/?link=5764478892 Name of game: RatWar's One of Everything v3! Name of map/scenario: One of Everything v3.1 (by RatWar) Date initiated: Aug.05 Turn time (12-48h): 48hr Starting funds (3-50k): 5k Max. players: 15 Number of teams: 0 Rank Limit: 6-8 Notes: Strategies blocked (upgrades OK, hence the rank limits)
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15.08.2016 - 22:49
I made a few more tweaks: Armored Transport: increased capacity to 8 units. Patrol Craft: cost reduced to 100; no longer transports units. Helicopters: increased cost to 190. Still don't know how to make commander units buildable. Knowledge welcome... I just started a new casual game: http://atwar-game.com/games/?link=0724499225 Name of game: RatWar's One of Everything v3 Name of map/scenario: One of Everything v3 (by RatWar) Date initiated: 15.08 Turn time (12-48h): 48hr Starting funds (3-50k): 3k Max. players: 20 Number of teams: 0 Alliances: 3 Hope you will join in!
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31.08.2016 - 00:47
The map hasn't substantially changed from the World Map: ~I added Tijuana to Mexico, on the Pacific coast, touching San Diego; ~I removed the two northernmost cities of Russia: Far East and increased the income of the remaining 3 cities to compensate; ~Most of the "extra" cities that are part of the World Map are set as standard; and ~Philadelphia is in the same position, but it is now a Port. That's it. Otherwise, I would have included a pic. Eventually, I want to make navigable rivers and split India into North and South, but I haven't gotten around to doing it, yet.
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08.09.2016 - 22:42
Thanks to everyone that has played and provided me with valuable feedback! I made some more unit changes - now v3.2: ~Recon Subs are back (Nuclear Subs are now Rare). The Recon Subs also have attack/defense bonuses against regular subs, and they negate the bonuses/nerfs against Frigates: 5A; 4D; 5CC; 1 Col.; 7HP; 16R; 32V; 2Cap*; Cost = 230 (*Marines). ~Frigates: -1 attack to 7A; +1 defense to 7D; +1 range to 13R; -10 cost to 230. ~Battleships: +2 critical chance to 7CC (that's what they were originally). ~Fighters: +1 attack to 8A. ~Anti-Armor Fighters: -1 attack to 4A. ~Heavy Artillery: -10 cost to 150. Reminder: Armored Transports (ground) still cost 400, but they can transport up to 8 transportable ground units of any kind (originally limited to just 5 Infantry). Will be starting a new game within a day or two...will post link and details here.
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08.09.2016 - 23:29
I just started a new casual game on my One of Everything world map clone v3.2 http://atwar-game.com/games/?link=9334557578 Name of game: RatWar's One of Everything 3.2 Link: http://atwar-game.com/games/?link=9334557578 Name of map: One of Everything v3.2 (by RatWar) Date initiated: 09.09 Turn time (12-48h): 48hr Starting funds (3-50k): 5k Max. players: 12 Number of teams: 0 Alliances: 3 http://atwar-game.com/games/?link=9334557578
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09.09.2016 - 10:07
I joined one of your games on this map RatWar. Looking forward to a fun game
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09.09.2016 - 10:09
I like the ideas to make a more balanced RP, but then again, these units go entirely out of balance once you add strategies
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10.09.2016 - 03:15
Out of balance when strats are used? I sincerely hope not. I took great care, and spent a lot of time, to specifically avoid exactly that problem. Every game that I play on that map is allowing me tweaks, and feedback from others has been invaluable. The set of units works great with upgrades and no strats, but no self-respecting map maker can ignore the strats, unless they make it part of the map settings (which I did not do - if anyone wants to experience a strat-free game, then just select that option when you start). First of all, I left alone most of the standard units (the units that are listed in the FAQ chart and are affected by unit-specific strats): Militia, Infantry, Tanks, Marines, Destroyers, Submarines, Transports, Bombers, Stealth (bombers), Sentry Planes and Air Transports. That turned out to be essential. The only changes I made include dropping the price of the Helicopters -10 to 190 (that might go back up because of DS), and shifted the AA gun bonus in order to provide more basic defense and less bonus. The net result against Air units, and the price, are the same. The unit-specific strats do not affect any units other than these standard units. When you run a strat, some units will simply not be used, while others complement - not perfectly compensating for the nerfs, nor should they be - but you have options. For example: SM - you are going to buy Bombers at 130 (8A, 5D, 7CC ,17R), probably not many Fighters at 180 (8A, 5D, 5CC, 17R) despite the attack and defense bonuses against your opponent's Bombers. However, the Anti-Armor Fighters (150) are still helpful Air defense units, particularly for accompanying SM Air Transports (range of 15). You also have options for ground attacks that are not nerfed, but are not perfect substitutes for the nerfed Tanks, like Light Tanks and Heavy Artillery. The Anti-Armor Fighters are available to everyone, so your opponents will have the same Air defensive capability, just not the range that your SM Air Transports have. RA: you are going to buy Tanks at 90 (8A, 4D, 8R), not Light Tanks at 90 (6A, 3D, 8R), and probably not Heavy Artillery, either, because they are slow and expensive (5R, Cost=150), particularly compared to RA Tanks. You will probably buy Bombers more than Fighters since the RA Bombers are cheaper than standard, although the Fighters would still be stronger in attack (8A) and have a greater range (17R). You will probably buy RA Destroyers and not bother with the slower, more expensive Battleships, but you might find the Frigates useful, since the difference in price is small and they still have a better range than RA Destroyers (11R), even with the fast destroyer upgrade (12R). However, the Anti-Armor Infantry are not nerfed, so RA has a strong, but expensive, substitute for defense since Infantry and Militia are nerfed. If you are running some other strat that does not enhance Bombers, then the Fighters are pretty sweet air support with the attack of 8 and the range of 17. NC: you are going to buy Destroyers at 170 (11A, 9D, 7CC, 13R, Cap=1), not the slow, less powerful and much more expensive Battleships at 270 (10A, 8D, 7CC, 10R, Cap=1), and probably not Frigates at 230, either (7A, 7D, 5CC, 13R, Cap=0). With NC Destroyers, the sub bonuses associated with Frigates are not as significant. The Light Tanks and Heavy Artillery are reasonable, but not ideal, substitutes for the heavily nerfed Tanks. MoS: you are going to buy Stealth Bombers at 200, which are stronger and go 17, and not Stealth Fighters at 240 that are weaker and only go 13. Although Destroyers are nerfed, you have the Submarines at 160 (9A, 6D, 7CC, 12R, Cap=3), and you have the strong Battleships (270) and speedy Frigates (230) that can escort your Naval Transports, as needed. Again, they are not perfect substitutes for Destroyers, but they will get the job done if you have the need and the cash. The same is true with all of the unit-specific strats, whether it's DS, GW or PD, etc. They are all complemented to some extent by these non-standard units; but not perfectly so. Give it a shot next time. You might be surprised. It may take a few games before you really get into it and realize how they can all fit together. The map is published, so it is available. I will have at least one casual game going on it at all times. I'll probably start another one near the end of September, with more players.
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29.09.2016 - 01:06
Well, I've gone and done a v3.3, and again, it's all about units because I haven't taken the time to learn how to use the mapmaker for drawing borders (probably going to need a mouse with right-click capability...I have a Mac). I'm going to recite all of the units, just for comparison purposes. Abbreviations for the type of unit will follow these examples: (GSA) = Ground: Secondary Attack; (NO) = Naval: Other; (ASpA) = Air: Special Attack; (GSup) = Ground: Support...you get the idea. A = attack; D = defense; CC = critical chance; CL = collateral; HP = hit points; R = range; V = view range; Cap = capacity. If a unit does not transport units, then I will simply not include it. Defense bonuses will be listed to the right in parentheses. Standard Ground Units affected by the unit-specific strats (only change is Tank defense nerf - standard tanks have no defense bonuses/nerfs): Militia (GSD): 3A, 4D, 0CC, 0CL, 7HP, 2R, 16V, Cost=30, (-1D vs. all Helicopters) Infantry (GMD): 4A, 6D, 5CC, 0CL, 7HP, 6R, 16V, Cost=70, (-2D vs. all Helicopters) Tanks (GMA): 8A, 4D, 5CC, 2CL, 7HP, 7R, 16V, Cost=120, (-1D vs. Anti-Armor Fighters) Marines (GS): 7A, 3D, 5CC, 0CL, 7HP, 6R, 20V, Cost=160, (+1D vs. all Infantry) New/altered Ground Units: Anti-Aircraft (GSpD): 1A, 5D, 5CC, 0CL, 7HP, 2R, 18V, Cost=180, (+6D vs. non-stealth Air units; +4D vs. all stealth Air units) Anti-Tank Infantry (GO): 5A, 7D, 5CC, 0CL, 7HP, 6R, 16V, Cost=100, (+2D against all Tanks; -1D vs. all Helicopters) Light Tanks (GSA): 6A, 3D, 5CC, 1CL, 7HP, 8R, 16V, Cost=90, (-1D vs. Anti-Armor Fighters) Heavy Artillery (GSpA): 10A, 6D, 7CC, 4CL, 7HP, 5R, 16V, Cost=160, (+2D against all non-stealth Air units except Anti-Armor Fighters) Jeeps (GSup): 5A, 3D, 5CC, 0CL, 1HP, 9R, 16V, Cost=110, (-1D vs. Anti-Armor Fighters) Armored Transport (GT): 1A, 4D, 5CC, 0CL, 7HP, 8R, 16V, Cost=400, Cap=10 units (-1D vs. Anti-Armor Fighters) The Jeeps seem pricey because they are affected by the "affordable support" upgrade, which takes -50 from the cost. I do not want to inadvertently make IF, GW and DS disproportionately strong due to Jeeps being too high capacity nor too cheap. So far, I think I'm OK. Any of you are free to test this hypothesis. I made the Heavy Artillery lucky (+2CC from the standard 5) because they weren't quite the hammer blow that I was expecting. They are pricey, despite their short range, because they are transportable. I don't want people spamming them, but I want them to be useful. I have gone back and forth with having either the Heavy Artillery or Heavy Tanks as the GSpA unit (leaving the other in the Rare category). That was one reason for bringing up the Anti-Tank Infantry from Rare to Other. For the last few versions, though, I've kept the Heavy Artillery and added that Air defense bonus, just for kicks (for those of us that have not unlocked AA guns ). Obviously, if you choose a particular strat, then some of these units will either be redundant or complementary. The Jeeps mobilize Militia, so they could be complementary to IF (cuts Militia range to 0), or to other strats that boost Militia, such as PD, GW and DS. The Anti-Tank Infantry are still stronger than PD Infantry and go farther (PD cuts the Infantry range -1 to 5, increases the defense +1 to 7 and adds a +1D vs. Tanks). Since the AT Infantry are "Other", they are not affected by PD or any of the unit-specific strats. The Light Tanks are a joke if you are running RA, since Tanks are reduced -30 in cost (to 90) and increased in range +1 to 8. Standard Naval Units affected by the unit-specific strats (increased view ranges and changes to defense bonuses/nerfs due to new units): Submarine (NS): 7A, 5D, 5CC, 1CL, 7HP, 10R, 20V, Cost=200, (+2D vs. all warships, except -1D vs. Frigates; +1D vs. Bombers and all Infantry) Destroyer (NMA): 9A, 7D, 5CC, 2CL, 7HP, 10R, 18V, Cost=250, (-1D vs. all subs; +1D vs. Bombers) Transport (NT): 1A, 2D, 5CC, 0CL, 7HP, 10R, 18V, Cost=250, (-1D vs. all subs) New Naval Units: Coastal Battery (ND): 1A, 6D, 5CC, 0CL, 7HP, 4R, 18V, Cost=200, (+8D vs. all non-stealth Naval units; +5D vs. all Naval stealth units) Frigates (NSpA): 7A, 6D, 5CC, 1CL, 7HP, 13R, 22V, Cost=230, (+2D vs. Bombers, all Fighters, and all subs except Recon) Battleship (NSA): 10A, 8D, 7CC, 3CL, 7HP, 10R, 18V, Cost=270, Cap=1 Ground, (-1D vs. all subs; +1D vs. Bombers) Patrol Craft (NSup): 3A, 4D, 5CC, 0CL, 1HP, 5R, 16V, Cost=100, (-1D vs. all subs) Recon Submarine (NO): 6A, 4D, 5CC, 1CL, 7HP, 13R, 24V, Cost=180, Cap=1 Marine, (+2D vs. all warships except Frigates and vs. all other subs; +1D vs. Bombers and all Infantry) The Patrol Craft are basically naval militia. Again, they are "support" units, so with the upgrade, they only cost 50 (game won't let you put less than 100 for cost on this category, anyway). The Coastal Battery is the naval version of the AA guns. Frigates are anti-sub and anti-aircraft specialists, so they negate the Recon Sub advantages and have favorable bonuses against the other subs and the large, powerful non-stealth aircraft (Fighters and Bombers). The lucky Battleships (+2CC to 7) gives them the kind of punch I was looking for (same problem with the Heavy Artillery). The Recon Sub is kind of a fun unit to play with and see how it goes. With NC and MoS, the Recon Sub, with bonuses, isn't any better than the enhanced Submarines, where it ends up being more expensive, very low capacity, and doesn't go any farther, for the most part (MoS Subs= +2A, +1D, +2CC, +2R, Cost-40, +1 Cap.; NC Subs= +2A, +2D, +2CC, +3R, Cost-50). The Battleship and Frigate are also pointless when considering NC Destroyers, including all of the Frigate defense bonuses (NC Destroyers= +2A, +2D, +2CC, +3R, Cost-80, +1 Cap). Standard Air Units affected by the unit-specific strats (Fighters are now the Main Attack unit, NOT Bombers!): Fighters (AMA): 6A, 6D, 5CC, 3CL, 7HP, 15R, 24V, Cost=160, (+2D vs. Bombers) Helicopters (ASpA): 6A, 5D, 5CC, 1CL, 7HP, 9R, 20V, Cost=200, (+1D vs. Fighters; -1D vs. Stealth and Strike Drones) Stealth (AS): 7A, 4D, 5CC, 3CL, 7HP, 15R, 24V, Cost=300 Sentry Plane (ASup): 1A, 4D, 0CC, 0CL, 7HP, 20R, 60V, Cost=400 Air Transport (AT): 1A, 2D, 5CC, 0CL, 7HP, 13R, 24V, Cost=600, Cap=3 I added +1R to Helicopters 9 instead of the standard 8 and increased their defense +1D to 5, and the defense bonuses are also different. The defense bonus for Fighters is a watered-down version of what the Rare unit originally had (+6D). New Air Units: Anti-Armor Fighters (AD): 5A, 7D, 5CC, 2CL, 7HP, 15R, 24V, Cost=140, (+2D vs. Bombers) Bombers (ASA): 8A, 3D, 5CC, 4CL, 7HP, 18R, 26V, Cost=180, (-1D vs. all Fighters) Strike Drone (AO): 6A, 4D, 5CC, 1CL, 7HP, 16R, 25V, Cost=220, (stealth unit; +1D vs. all Fighters and all Helicopters) Again, the Bomber defense nerf is watered down from the standard amount (-4D). Strike Drones should be a fun unit for those of us who have not unlocked Air Stealth yet. Not as expensive and can fly farther, but not as powerful. Also, it is not affected by any strats, so MoS or SM Stealth are going to be the much more powerful, little bit faster and cheaper option (particularly if you have the cheap air stealth upgrade=-30 Cost). The Bombers are longer-range, as they should be, and are weak in defense, as they should be (in my humble opinion ). With SM, the Fighters are going to be preferred over the Bombers due to being more powerful and much lower cost (SM Fighters= +2A, -1D, +2CC, +2R, +1V, Cost-30). Bombers will still be useful when running RA because the Fighters will just have +1R to 16. The Anti-Armor Fighters are the Air: Defense unit, which I would normally have a range of 13. However, I had decided to have the same range as SM Air Transports (+2R to 15). This makes Air Transports safer to move over the water, with or without SM. So far, they do not appear to be overkill in terms of making air raids across the ocean unstoppable, but they do seem to increase the odds of survival by a respectable amount. I have debated putting in a slower, higher-capacity transport as the "Other" unit instead of the strike drone, but then I realized that the ground transport covers that need, range and price point. I have also debated making a high-capacity, long-range transport for the "Other" unit, but haven't made up my mind. The very first version of my map had the "Air: Other" unit as the non-nuclear missiles, but they were not very effective, so I switched to stealth fighters for a while, where the Air: Stealth unit was a Stealth Bomber, and then this version switched to stealth drones and reverted the stealth bombers back to the standard Stealth unit. Here are Rare units that I had either tweaked or created, where all were active units in prior versions, at one point or another (the standard odds is "7"): Heavy Tanks (GR): 10A, 5D, 7CC, 3CL, 7HP, 6R, 16V, odds=8, units=6-10, (same as Tanks) Assassins (GR): 8A, 3D, 7CC, 0CL, 7HP, 8R, 21V, odds=7, units 3-5, (same as Marines) Cruisers (NR): 9A, 8D, 7CC, 2CL, 7HP, 11R, 18V, Cap=1 Ground unit, odds=9, units 6-9, (same as Destroyers) Sea Wolf (NR): 8A, 6D, 7CC, 2CL, 7HP, 11R, 21V, Cap=3 Marines, odds=8, units 4-7, (same as Submarines) Air Wolf (AR): 7A, 3D, 7CC, 2CL, 7HP, 10R, 20V, Cap=1 Marine, odds=8, units 4-7, (same as Helicopters) The Cruisers are supposed to be in-between Destroyers and Battleships, so they have the attack of Destroyers and the defense of Battleships, lucky, with +1R and transports a ground unit (Destroyers also go 11 with the upgrade). If it was a regular unit, it would cost 260. I originally wanted the Battleships to be 11A and 9D with the regular 5CC, but the game will not permit Naval: Secondary Attack to have A and D that high...the max are 10A and 8D. The Heavy Tanks take the same pattern as between Light Tanks and Tanks...+2A, +1D, -1R, and if it was a regular unit, it would cost 150. That about covers it, I think.
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03.10.2016 - 15:13
Thank you
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09.10.2016 - 21:57
You're welcome.
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