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Please vote: Transport overuse cost

Posted: Wed Oct 26, 2011 1:37 pm
by Peter Stauffenberg
People think it's too easy to swamp the coast line with amphs / transports and overuse your capacity to make it very hard to defend against invasions. One reason for that is that the overuse cost might be too low. You have the value transport_over_group that's set to 2 so the overuse cost is first 4, second 4, third 8, fourth 8, fifth 12 etc. If we instead set the group to 1 it means the overuse cost will be first 4, second 8, third 12, fourth 16, fight 20 and so on. Then it will be harder to keep lots of transports at sea for many turns just to overload the defender and wait for an opportunity.

Please vote on the following:

1. Transport overuse group:
a. 2 (as now)
b. 1 (proposed)

Another issue is the regeneration of transport and invasion points. Maybe we should increase all values by 1 so it takes 1 turn extra to get such points back after a completed invasion.

2. Transport regeneration
a. (as now)
TRANSPORT_REGEN_TURNS_GERMANY 3
TRANSPORT_REGEN_TURNS_ITALY 3
TRANSPORT_REGEN_TURNS_UK 2
TRANSPORT_REGEN_TURNS_FRANCE 3
TRANSPORT_REGEN_TURNS_USA 1
TRANSPORT_REGEN_TURNS_USSR 3

b. (proposed)
TRANSPORT_REGEN_TURNS_GERMANY 4
TRANSPORT_REGEN_TURNS_ITALY 4
TRANSPORT_REGEN_TURNS_UK 3
TRANSPORT_REGEN_TURNS_FRANCE 4
TRANSPORT_REGEN_TURNS_USA 2
TRANSPORT_REGEN_TURNS_USSR 4

Posted: Wed Oct 26, 2011 2:31 pm
by Morris
No change please . Next time the Axis will be Me . If you do this , I will be very happy .

Posted: Wed Oct 26, 2011 2:35 pm
by Peter Stauffenberg
I just want to have a discussion for this so we have turned every stone regarding tweaking the game balance. If we get many no votes then this won't be implemented. My point is that we can tweak a lot by just changing values in general.txt instead of having to rewrite the rules and maybe introduce new bugs.

Posted: Wed Oct 26, 2011 4:24 pm
by zechi
I vote

1b

and

2b

This will make Sealion a little bit harder as well as the later invasions for the Allies.

Posted: Wed Oct 26, 2011 4:51 pm
by Schnurri
1b and 2b as well.

Posted: Wed Oct 26, 2011 5:42 pm
by KingHunter3059
Well -

1. b

2. a

Posted: Wed Oct 26, 2011 5:49 pm
by pk867
Ok

will try

1- b

2- a stay the same

The purpose is to have the allies get ashore and give a chance for Sealion if the player wants to try it.

Posted: Wed Oct 26, 2011 5:57 pm
by gerones
I also vote for not to change anything here. I kind of like the increased penalty for transporting overuse so my votes are the same than Paul.


    Posted: Wed Oct 26, 2011 5:59 pm
    by pk867
    Well

    1 b does increase the cost when you have too many transports over the limit.

    Posted: Wed Oct 26, 2011 10:09 pm
    by rkr1958
    1b, 2a

    Posted: Thu Oct 27, 2011 5:43 pm
    by PionUrpo
    1b
    2b

    Posted: Fri Oct 28, 2011 2:14 am
    by amcdonel
    1 b
    2 b

    Thanks!