Raledon
Warlord
- Joined
- Aug 15, 2008
- Messages
- 236
We've seen to have an issue with units that deal with properties (LE, disease and to a certain extent, education units).
While I'm going to focus on LE and disease, education has a similar issue with different numbers.
Each unit has 4 attributes when it comes to property control:
0) tier (not a real attribute, but it implies the rest)
1) upkeep (I understand it's 5 as base, +additional for certain units)
2) base reduction
3) build up
4) promotions
I've put it all in https://docs.google.com/spreadsheets/d/1nM-ZCg3fp0fK0ES0QDuzkS2SYeSLnNl1IjZbo35xP_8/edit?usp=sharing
The bottom 4 lines in the spreadsheet shows the unit's property reduction per . (numbers are based on LE units)
We can see that if the units didn't have promotions/bonuses, we should've upgraded them for better efficiency.
By tier 5, units can build-up 5 times. At this point, we'd rather have watcher over any other LE unit, till we get police cars (or later units).
The more xp the units get, the better the units become. For example, at tier 4 promotion (which is relatively easy to obtain), the watcher provides about 50% more reduction per than the police car.
If we want the players not to use older units, I propose we implement one (or more) of the following ideas:
a) Rebalance the base crime reductions, and/or bonus upkeep.
b) Limit the promotions older units can get. A level 100 watcher wouldn't be able to take a level 2 LE promotion.
c) Limit the amount of xp older units can get.
d) Slow down the rate LE get promotions, and make the promotions better (per level). In addition, tier # LE will start with tier $ promotion. This means that a level 4 tier 9 LE will get the same number of crime reducing promotions, but their value will be higher (for example, 100 crime reduction instead of the watcher's 20)
e) Internal multiplier. A tier 1 LE will reduce 100 crime, a tier 2 150, tier 3 225 and so on. (at some rate). I'm not sure how feasible this solution is, though.
f) Remove/reduce building requirements, as to force new units to be the highest grade possible (without causing issues with missing building/resource)
Which one of the options do we wish to implement?
While I'm going to focus on LE and disease, education has a similar issue with different numbers.
Each unit has 4 attributes when it comes to property control:
0) tier (not a real attribute, but it implies the rest)
1) upkeep (I understand it's 5 as base, +additional for certain units)
2) base reduction
3) build up
4) promotions
I've put it all in https://docs.google.com/spreadsheets/d/1nM-ZCg3fp0fK0ES0QDuzkS2SYeSLnNl1IjZbo35xP_8/edit?usp=sharing
The bottom 4 lines in the spreadsheet shows the unit's property reduction per . (numbers are based on LE units)
We can see that if the units didn't have promotions/bonuses, we should've upgraded them for better efficiency.
By tier 5, units can build-up 5 times. At this point, we'd rather have watcher over any other LE unit, till we get police cars (or later units).
The more xp the units get, the better the units become. For example, at tier 4 promotion (which is relatively easy to obtain), the watcher provides about 50% more reduction per than the police car.
If we want the players not to use older units, I propose we implement one (or more) of the following ideas:
a) Rebalance the base crime reductions, and/or bonus upkeep.
b) Limit the promotions older units can get. A level 100 watcher wouldn't be able to take a level 2 LE promotion.
c) Limit the amount of xp older units can get.
d) Slow down the rate LE get promotions, and make the promotions better (per level). In addition, tier # LE will start with tier $ promotion. This means that a level 4 tier 9 LE will get the same number of crime reducing promotions, but their value will be higher (for example, 100 crime reduction instead of the watcher's 20)
e) Internal multiplier. A tier 1 LE will reduce 100 crime, a tier 2 150, tier 3 225 and so on. (at some rate). I'm not sure how feasible this solution is, though.
f) Remove/reduce building requirements, as to force new units to be the highest grade possible (without causing issues with missing building/resource)
Which one of the options do we wish to implement?
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