20% reinforce cost increase
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Even units in your HQ have the penalty. I was thinking it was just from the FHQ.
Kek.
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For the record, I do not play okw or team games so this has No effect on me. I fully support some kind of change to FRP to make it a tactical decision and not the brainless set and forget feature it is at the moment.
The 20% increase should only apply to unis in the field. Period.
Such a no brainer.
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(alternatively allow FRP only in sectors bordering the base)
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Global maybe too much. Perhaps an Aura effect around the HQ in order to prevent base reinforcements for receiving this effect as well?
This wont work.
People will just put their ambulance a bit further from their major amd it will change nothing.
To avoid the penalty, just deactivate the frp once your army has finished retreating, and the penalty is gone.
The cooldown is so that you can't do this non-stop.
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Cant you just deactive the retreat point once your blob has retreated..
This doesn't work because it has a large cooldown.
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This wont work.
People will just put their ambulance a bit further from their major amd it will change nothing.
To avoid the penalty, just deactivate the frp once your army has finished retreating, and the penalty is gone.
The cooldown is so that you can't do this non-stop.
Does penalties affect allies FRP too ?
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So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats.
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I do not get why there is increased reinforcement cost in the first place. The only thing it does is increasing bleed. Bleed is not a problem, the fact that units you have forced to retreat return to the field too fast, negating tactical play.
So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats.
The increase bleed would make it hard to keep blinding charge forward. Your idea of increase reinforce time is unique. I would not mind seeing a test version to evaluate the two.
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how about a sector one where all but base sector are affected ?
This won't work.
People will just put their ambulance a bit further from their major amd it will change nothing.
To avoid the penalty, just deactivate the frp once your army has finished retreating, and the penalty is gone.
The cooldown is so that you can't do this non-stop.
or make an aura around base where they get 20% reduce reinforce cost when frp is active
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Does penalties affect allies FRP too ?
It affects all FRP factions; UKF, USF and OKW. You are right, though, that this isn't phrased properly at the notes and that can lead to wrong conclusions.
how about a sector one where all but base sector are affected ?
There is no way to implement area-restricted penalties properly. That is, unless you don't care whether me or CptPrice start abusing the system to gain infinite manpower.
I do not get why there is increased reinforcement cost in the first place. The only thing it does is increasing bleed. Bleed is not a problem, the fact that units you have forced to retreat return to the field too fast, negating tactical play.
The trade-off we want players to decide on is whether they want to have:
- Have higher bleed
- Or, turn off their FRP from time to time
You can completely avoid the MP bleed aspect of FRP by cancelling your FRP after every retreat. You're just going to have a long cooldown until you can do a bleed-free retreat.
So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats.
That might actually work. I guess reinforcement-time trade-off makes more sense, since it affects the main "resource" (aka, downtime). Thanks.
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forward base is often a shot in the own feet...
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So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats.
I would prefer this. I really like that you're trying to tackle FRPs, but I am not a fan of increased reinforcement cost - I think it would be a bitch to balance across maps/modes/playstyles.
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So, instead of increased reinforcement costs, why not just simply increase the time of reinforcement...? It has the same effect as delaying retreated units to return to the field, effecting you more if you loose a lot of models, but it still does give you an advantage of performing semi-hard retreats.
+1. This is a nice idea.
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