finetuning income-rates a bit more

bin.zwieda
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finetuning income-rates a bit more

Postby bin.zwieda » Sun 31 Aug 2014 21:23

we had some interesting test matches (10v10) with specialised decks tonight.

it turned out, that it would be very nice to have some more tunig-opportunities for the income-rates.
no, nothing "higher"...
we would like to go lower than "very low" and maybe also have some steps "inbetween" the existing ones.

to avoud changes in the client´s menues, maybe let us have the following:

IncomeRate =
0 = none, client menue shows "none"

0,5 = 50% of very low, client menue shows "very low"
1 = very low, client menue shows "very low"

1,5 = 50% of difference between "very low" and "low", client menue shows "low"
2 = "low", client menue shows "low"

2,5 = 50% of difference between "low" and "normal", client menue shows "normal"
3 = "normal", client menue shows "normal"

4 = High, client menue shows "high"

5 = very High, client menue shows "very high"

so, basically, one lower incomerate than "very low" and some stebs "inbetween" the existing ones.

no "clown games" with millions of units fieldes are desired, the very opposite!
we wanna avoid spa, scenarios, lags, lowered framerates, disconnects...

reducing the amount of units helps very much and is more fun for some of us, as it´s less spammy and more tactical.

displaying the existing text strings for income might save some work to be done, too?
;)

maybe, if possible, the very most wonderful solution would be, to freely set a value for the income...
so, maybe any number between 0 and 3 in 0.1 incriments. (0.1, 0.2, 0.3, 0.4, 0.5, 0.6, ... 2.8, 2.9, 3)
so we could finetune for every map perfectly?

just as a server-setting.

any chances?

bin.zwieda
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Re: finetuning income-rates a bit more

Postby bin.zwieda » Thu 25 Sep 2014 19:47

time to bump this one.

can we get an official statement, how it looks to get some more income-rates?

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triarii
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Re: finetuning income-rates a bit more

Postby triarii » Thu 25 Sep 2014 21:30

+1
10 v 10 conquest income is insanely high
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bin.zwieda
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Re: finetuning income-rates a bit more

Postby bin.zwieda » Mon 27 Oct 2014 17:05

Bump

bin.zwieda
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Re: finetuning income-rates a bit more

Postby bin.zwieda » Wed 7 Jan 2015 20:35

bump

bin.zwieda
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Re: finetuning income-rates a bit more

Postby bin.zwieda » Wed 11 Feb 2015 20:40

bump

bin.zwieda
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Re: finetuning income-rates a bit more

Postby bin.zwieda » Sat 14 Mar 2015 16:05

bump

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nrader
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Re: finetuning income-rates a bit more

Postby nrader » Sun 29 Mar 2015 17:22

Well, at least for destruction i have one solution for you - use Conquest variants of the maps in destruction. With destruction setted as game-mode, you will have several time lesser income(the only difference between conquest and destruction map variants is numbers), because each zone will give you point income like in conquest. On Gjoji, for example, you can have pretty much low income per team using this trick.
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bin.zwieda
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Re: finetuning income-rates a bit more

Postby bin.zwieda » Sun 19 Apr 2015 15:13

Yes yes, thx, we know this workaround a bit.
;)

This thread is about more fine tuning.
Hence bumped.
:twisted:

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Re: finetuning income-rates a bit more

Postby Trimack » Wed 16 Jan 2019 00:15

Yeah, but they basically left everyone who was interested in better controls over income rates and ignored them completely. This many years in and tons of posts on it and they still ignoring everyone. Not sure if I'll be buying the next wargame with such an important issue (AND EASY FIX) being ignored and still no response I can find ANYWHERE. At this point I'm left hoping we can get 20 people to play a tactical server and hope it's a map I haven't played over and over and over.

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