Oh right, sbps. Though adding popcap cost to them? That must be new, because I don't recall that one from vCoH.
It only showed up in CoH2, but has been in there since it's release.
Posts: 165 | Subs: 2
Oh right, sbps. Though adding popcap cost to them? That must be new, because I don't recall that one from vCoH.
Posts: 211
I understand that non-integer popcap values can create a mess and introduce bugs (e.g., pershing call-in). However, I don't think that the system of only allowing integer values AND keeping the popcap to 100 is sustainable, because it doesn't give you enough wiggling space to balance the value.
- An infantry model cannot cost 3 popcap (or more); 18 popcap shocks would be too much
- Thus, you are only left with popcap values of 1 and 2
- Cheap infantry (pioneers) will get a popcap value of 1
- Elite infantry will get a popcap value of 2
- What value would you assign to stock infantry?
EASY FIX
1. Increase the population cap to 200 (or 400) and scale up all the values. With a popcap of 200:
- Cheap infantry costs 2 popcap
- Stock infantry costs 3 popcap
- Elite infantry costs 4 popcap
2. If you REALLY care about displaying a popcap of 100, then do the following:
- Your internal engine will do the scaling that I mentioned internally (only use integers)
- When it comes to displaying popcap values to the UI, divide everything by 2
- Consider outputting fractions (you will only have integers, or .5 numbers coming out, nothing weird)
This is way more reasonable than what we have now (sapper popcap = ranger popcap)
Posts: 935
Posts: 615
Posts: 208
That is a good idea. And easy to implement.
Also, remember how they doubled all CP requirements in order to be able to fine tune. This is a similar approach.
Posts: 245
Posts: 559 | Subs: 17
Posts: 270 | Subs: 1
Posts: 959
Lots to go through....
1) Pop Cap was rounded up to prevent Call in Units from not coming. Would say you have enough room (Ex. Pop Cap = 85), but you were actually over by .5
2) Added issued for the Tips and Tricks text
3) Passed Balance Items to Balance Team
Thanks
Posts: 589
10 pop cap for Royal Engineers, 5 pop cap for Volks.
How... how does that happen?
Posts: 36
Posts: 344
Posts: 721
Posts: 1664
sturmpioneers cost 9 popcap is not fine...??? ( especially after those reapir speed nerfs they should be same be 6 popcap
Posts: 1802 | Subs: 1
Posts: 36
Posts: 248
Posts: 211
Posts: 4630 | Subs: 2
So, the main problem with the old, much more precise and balance-able pop cap was that it didn't display the full number, so if you had 92.1 used it would display 92 and you couldn't call in sth that costs 8 even though 92+8=100.
Why didn't they just make it display the next number then, so if you had 92.1 or 92.2 or 92.3 etc. it would display 93 used? Wouldn't that prevent the unwanted effect of wrong player feedback?
Posts: 245
27 | |||||
888 |