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- Jan 24, 2011
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changelog 30 November
Removed dependence of destroyer cost on the number of Allied Military Ports. If desired, we should re-introduce it on a unit that can only be built by the Allies.
That's fine - the German incentive to attack these is to make it more difficult /impossible to offload freight, so we don't need the destroyer cost mechanism any more.
Current French train generation scheme:
Full movement point Schutzen, Panzers, Artillery have their movement spent and contribute to a 'score' as follows:
Schutzen 3 points, Panzers 2 points, Artillery 1 point.
First 150 points don't count for anything. For every 15 points beyond 150, a train is generated, to a maximum of 6 trains.
Trains are generated on the tiles (166,144,0), (198,142,0), (214,134,0), in that order. If more than 3 trains are produced, start at (166,144,0) again for the next 3 trains.
Sounds perfect.
I'm currently taking a tax preparation course that has exams on the 14th and 17th, and a case study before that, so I might not get that much done that week. After that I'm free, so I will almost certainly be able to get the stuff done by the 21st. There turned out to be a dead simple way to destroy the strategic terrain on city capture, so I already have more time to devote to clouds at the moment. The more I think about them, the more convinced I am that they won't be too bad to do. I'll do clouds this weekend, and see where I get to.
Good luck with the test!
Is there something I can start thinking of/preparing? Will I eventually need a list of storm center coordinates? I can start gathering a few for heavy, medium, and light cloud cover. I just need an idea of what I need to gather.
I would figure that if the factory is covered by clouds, then it is on a cloud terrain instead of its regular terrain (since there are no clouds on map 1, this doesn't affect production) and will get the terrain defensive bonus anyway. So we don't have to mess around with changing bomb effectiveness.
That's a very good point.
How should reactive fire depend on clouds? Assuming it is about equally easy to do both versions, do you want a smaller chance of damage, or less damage, but the same chance of damage (e.g. 50% of regular chance of a hit, or 50% of damage from a hit). Is flak different? Should it depend on whether the trigger unit is in clouds, or the reacting unit?
I'd say fighter reactions should be halved, bomber reactions should stay the same, and flak should be halved until an advance is researched (I can get you the exact tech number later). There were advances in radar-assisted targeting and proximity fuses throughout the war. I will probably add a proximity fuse tech (we have plenty of spares).
For my part, I'm not sure how much I really need to do a single player playtest, anyway. It's tough to judge balance against oneself. I will likely spend the time remaining methodically going through the features and events and just looking for mistakes or errors that way. I think we identified a large number of issues between our playtest and some of my research tests and I'm pretty confident I've caught most errors at this point, but I'll spend some time with a quality management hat on so that any playtesters can focus on playability/balance.