Marketeconomy in Coh2 and other rts
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Posts: 400
Well marketeconomy may not be the best way to organize the world but maybe it would be the best way to balance rts-games. It seems that relic never will be able to balance this game. Wouldnt it be better that the price of the units would be dependent on the market? If many buy (build) a unit the unit would go up in price and if few build a unit the price will fall. AS an example, in this state of the game the SU-76 would be much cheaper than it is at the moment and rifles maybe would be a bit more expensive.
Having to look at every unit's price everytime you want to build one would be a pain in the ass, imo. And basic infantry for each faction would be all screwed up, just imagine grens being 350 mp, or riflemen being 400 ^^
Posts: 322
With so many thousands playing I don't think volatility would be a problem. Prices would probably drift slowly in one direction over the course of days/weeks.
Posts: 640 | Subs: 1
I always thought it would totally rock if CoH had some sort of a global campaign mode that influenced all matches. One week - preparation for Kursk, tanks more expensive on both sides. Another week - Kursk started, tanks cheaper on both sides. Next week - it's winter, only winter maps on rotation etc. Another week - Operation Little Saturn, Germans are on the defensive and cannot win matches, only put up a resistance, so they can only decapture Victory Points and need to destroy a set amount of Soviet units to win before VPs tick to zero. Etc etc.
Probably would be impossible to balance, so it should be a separate mode from ranked automatch. Triple war spoils drop rate or something to attract people to this mode.
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BUT this is off topic heheh
Posts: 508
It'd need to make an exception for units that are supposed to be spam by design. US would be boned if riflemen shot up in price because everyone builds them.
Posts: 640 | Subs: 1
It'd need to make an exception for units that are supposed to be spam by design. US would be boned if riflemen shot up in price because everyone builds them.There are very easy ways around this. I think noone expects spamming Grenadiers to be as severely penalized as spamming ISUs.
Just add a "buffer" before it impacts a price. Look at the maximum number of a unit simultaneously fielded by a single player during a match (to avoid squad wipes and replacing those wipes having too much of an impact).
So, up to 3 Rifles at the same time = no impact on price, 4th rifle = small impact, 5th rifle = larger impact.
expected value for Sturmpios would be 1.8, for Cons and Volks 3 or 4... etc.
Expected value for ISUs, Tigers,IS2s etc. would be 0.15 . So fielding even one would impact global prices and it would take 5 games without fielding one to return it.
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It sounds really interesting, but I would not want it to be playecd competitively.
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Permanently BannedPosts: 508
In other words, if you select a civ that 4 people looked at and said "hell no," you get a bonus for finally picking it.
This idea is cool but I agree it'd make balancing too complicated in a game of this nature. The board games where it works well have fewer stats and mechanics.
A related, simpler idea - what if relic:
- tracked commander selections in the top 200 automatch for each game mode
- gave small resource bonuses for selecting the extinct commanders? So if you pick Ostruppen, or soviet defense, you get more MP.
Maybe in CoH3...
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Posts: 68
Spamming the cheapest units becomes a strategy no one's going to want to deal with.
No only that but if enough people spam them, it'll change their price, they'll become more expensive and that's good. However, something else just became cheap and guess what, it's going to be spammed.
No thanks.
Posts: 508
What about increased war spoil drop for using unorthodox commanders ? On the same way we have free commanders each week, we should also have a "bonus" get more war spoils commander.
That is an AWESOME idea. Gets them more played without unbalancing the game.
If it's soviet defense, it'd have to be one war spoils drop every half hour....
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