#23592
Suggestion: Teching and ability cost
I feel something needs to be changed about the way the red army techs, because right now there barely is any. Side from manpower there's no strategy involved in how you spend your resources at all.
ALL munitions go to upgrades
ALL your fuel goes to buildings and after that all goes to vehicles.
So here is a way you could do it:
You could reduce the cost of the tank factory slightly, place the T90 in T1 and the and T70 T2 in the and make them available after you purchase a cheap "light vehicle support" upgrade for say 20 fuel and some 200 MP. One upgrade for each.
So there you would have a simple choice of how to spend your early fuel. Do you want vehicle support quick, or save up to quicker get the more expensive, but more combat effective tanks.
To develop this idea further the IS2 could be made available only after you have bought (or researched if you wanna put it that way) both the T90 and T70. You could go straight for T4 without upgrading this because you could still build the T34 and SU-85 which can also receive global upgrades.
It doesn't have be this, just something that adds strategic decision making to resource spending.
Also since I'm talking about this: Abilities should cost munitions! Maybe not as much as for the other factions since they use it for upgrades. Perhaps it could be combined with some fuel cost since they don't use fuel as much as the other factions either. Throwing a grenade, which cost the other factions 35 munitions, could cost the soviets 10 munitions and 5 fuel.
You could balance the Il-2 without fundamentally changing how it works if you made it cost ammo and some fuel (or the other way around)
So there again you'd have to make strategic choices on how you spend your resources: upgrades, units or abilities.
In a hypothetical scenario: Do you want to use the Il-2 strafe/bomb run to take out a bunch of tanks, or use the resources to get some up gunned T34s and an IS2?
ALL munitions go to upgrades
ALL your fuel goes to buildings and after that all goes to vehicles.
So here is a way you could do it:
You could reduce the cost of the tank factory slightly, place the T90 in T1 and the and T70 T2 in the and make them available after you purchase a cheap "light vehicle support" upgrade for say 20 fuel and some 200 MP. One upgrade for each.
So there you would have a simple choice of how to spend your early fuel. Do you want vehicle support quick, or save up to quicker get the more expensive, but more combat effective tanks.
To develop this idea further the IS2 could be made available only after you have bought (or researched if you wanna put it that way) both the T90 and T70. You could go straight for T4 without upgrading this because you could still build the T34 and SU-85 which can also receive global upgrades.
It doesn't have be this, just something that adds strategic decision making to resource spending.
Also since I'm talking about this: Abilities should cost munitions! Maybe not as much as for the other factions since they use it for upgrades. Perhaps it could be combined with some fuel cost since they don't use fuel as much as the other factions either. Throwing a grenade, which cost the other factions 35 munitions, could cost the soviets 10 munitions and 5 fuel.
You could balance the Il-2 without fundamentally changing how it works if you made it cost ammo and some fuel (or the other way around)
So there again you'd have to make strategic choices on how you spend your resources: upgrades, units or abilities.
In a hypothetical scenario: Do you want to use the Il-2 strafe/bomb run to take out a bunch of tanks, or use the resources to get some up gunned T34s and an IS2?
Last edited January 27, 2010 at 3:06 AM by maccollo

