rarity
Posted: Fri Jul 12, 2013 1:27 pm
It bothers me a bit to see people developing rosters of core units consisting largely of units that were quite rare in the actual war. Tiger II, for example. Tigers and Tiger IIs were the rarest tanks in the German army, never built in large numbers. And generally the ones in service spent less time fighting than the more common medium tanks due to transportation difficulties, there were only a limited number of bridges that could take the weight and special measures had to be used to get them on rail cars. Yet we see people listing core forces on the forums where half the force and all the tanks are Tiger IIs.
Perhaps in addition to cost, unit types could be assigned a rarity factor. For example, units might be very rare, rare, uncommon, or common. Each rarity class might be assigned a max percentage of the force, for example 5% for very rare, 10% for rare, 20% for uncommon, and unlimited for common. If the player tried to buy a unit that would be in excess of the rarity factor, the system would disallow it ("So sorry, Herr General, but our factories haven't produced enough of that type yet"). Rarity factor might change over time, for instance Panthers might be rare at Kursk but only uncommon a year later.
Perhaps in addition to cost, unit types could be assigned a rarity factor. For example, units might be very rare, rare, uncommon, or common. Each rarity class might be assigned a max percentage of the force, for example 5% for very rare, 10% for rare, 20% for uncommon, and unlimited for common. If the player tried to buy a unit that would be in excess of the rarity factor, the system would disallow it ("So sorry, Herr General, but our factories haven't produced enough of that type yet"). Rarity factor might change over time, for instance Panthers might be rare at Kursk but only uncommon a year later.