Tank Availability

urogard
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Re: Tank Availability

Postby urogard » Fri 25 Nov 2016 12:15

Desty wrote:Would be fun if availability would depend on production numbers :lol: goodbye minors :roll:

That would be a realistic change but very bad for game balance. Availability and pricing should always go by game balance not reality.
Reality is a factor when modeling capabilities of any unit but once capabilities ingame are defined then real world price or production numbers become irrelevant.

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remilia019
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Re: Tank Availability

Postby remilia019 » Fri 25 Nov 2016 12:53

CalamariGhost wrote:
remilia019 wrote:Sorry, I couldn't find the old thread, someone finds it please link me.

That one? http://forums.eugensystems.com/viewtopic.php?f=155&t=57789
And you've forgot T-64BV - 120 pts, 5/4 (should be 6/4).

Ahh right, there there. Yeah I know there was a detailed post already so didn't bothered save for what I know were lacking already. now I just gotta bump the old thread.
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Sweedish_Gunner
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Re: Tank Availability

Postby Sweedish_Gunner » Fri 25 Nov 2016 15:15

smyljr wrote:
Sweedish_Gunner wrote:Yes please. More tanks.


this.

also, i suggested WAY back that availability should have a direct relation to cost of unit. for all units.

600 points per card at lowest vet, rounded down.

40 t34 per card. 24 t55. 10 t72a. 6 t72b. 3t72bu.

same for infantry including transports, planes, helicopters, everything.


That's an interesting way to do unit availability. It would mean 3 Su-27M's per card though. :lol:
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JohnDaBarr
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Re: Tank Availability

Postby JohnDaBarr » Fri 25 Nov 2016 15:18

Sweedish_Gunner wrote:
smyljr wrote:
Sweedish_Gunner wrote:Yes please. More tanks.


this.

also, i suggested WAY back that availability should have a direct relation to cost of unit. for all units.

600 points per card at lowest vet, rounded down.

40 t34 per card. 24 t55. 10 t72a. 6 t72b. 3t72bu.

same for infantry including transports, planes, helicopters, everything.


That's an interesting way to do unit availability. It would mean 3 Su-27M's per card though. :lol:


And 4 Longbows :D
Don't fight a battle if you don't gain anything by winning.

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PzAz04Maus
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Re: Tank Availability

Postby PzAz04Maus » Fri 25 Nov 2016 15:21

Sweedish_Gunner wrote:That's an interesting way to do unit availability. It would mean 3 Su-27M's per card though. :lol:


In short it would break the availability of every unconventional unit with a weird price in the game.

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Sgt._Pepper
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Re: Tank Availability

Postby Sgt._Pepper » Fri 25 Nov 2016 16:34

4 Burritos as well :twisted:
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remilia019
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Re: Tank Availability

Postby remilia019 » Fri 25 Nov 2016 16:42

We could do that scheme and make it different price for each tab? :S //here comes 40 Mot Schutzen per card :twisted:
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JohnDaBarr
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Re: Tank Availability

Postby JohnDaBarr » Fri 25 Nov 2016 16:45

5 Patriots walk in to a bar.
And they beat the crap out of RedFor airforce. :lol: :lol: :lol:
Don't fight a battle if you don't gain anything by winning.

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Re: Tank Availability

Postby RedFive » Fri 25 Nov 2016 16:46

smyljr wrote:600 points per card at lowest vet, rounded down.

5 Patriot per card
7 Otomatic per card
13 Maglan + Nun Nun per card
3 F-14 per card
3 SU-27M per card
4 EF-111 per card
12 Lstr-40 per card
4 Burantino per card
24 Mot Schutzen + BMP-1 SP1 per card...and three cards of them

I can maybe see such a pricing rule for tanks only, but it is gamebreaking when applied to all units.

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Keinutnai
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Re: Tank Availability

Postby Keinutnai » Fri 25 Nov 2016 16:47

THIS:

smyljr wrote:
Sweedish_Gunner wrote:Yes please. More tanks.


this.

also, i suggested WAY back that availability should have a direct relation to cost of unit. for all units.

600 points per card at lowest vet, rounded down.

40 t34 per card. 24 t55. 10 t72a. 6 t72b. 3t72bu.

same for infantry including transports, planes, helicopters, everything.
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