I’m playing an opponent who is preventing Vichy from occurring by having the UK attack Italy’s destroyer and transport in SZ96 from SZ98 with a destroyer, cruiser, tactical from aircraft carrier in SZ98 and a fighter from Malta. Italy’s destroyer is sunk (and transport). Then in the Non-Combat phase, UK loads the transport in SZ98 and lands UK troops in Southern France. Since France is still an ally at this point, this is legal and effectively prevents Vichy mode, since Germany will now have to take Southern France on its next turn. There isn’t any way to prevent this as far as I can tell.
G40 Balance Mod - Feedback Thread
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It’s fun thinking about different ways to incorporate tech. I’ll just throw out my ideas.
I think it’s great to provide flexibility in terms of amount invested and the corresponding odds. Sort of a low-luck system where the odds improve based on how much you pay.
As for cost, maybe some of the cost (and risk) could be punted forward as an ongoing cost. You get your tech, but risk an ongoing cost of x per turn for y number of rounds, where x & y vary. This would maintain the element of variability and risk - instead of the risky part being whether or not you get the tech, it would be how much it would cost you on an ongoing basis. And at the end of the day, it would be a way of impacting unit cost without over-or under-charging for units.
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That sounds very good @freh .
Example:
Btp (Breakthrough point) for Super Sub is 8.
Cost 4 ipc per roll.Your roll on G1 for this development and score 5.
5 is now the credit and represents time ,effort and investment.
Next Turn you invest the cost of 4 opc for a roll again.
You score 5 again.
You achieved Super Subs and can use it immediately, bc you overrolled the 8 you nedded and spent more time effort and ipc to gain Super subs. -
@aequitas-et-veritas that could work too… similar to the way that convoy damage works, it could also be that you need to roll 8 but only dice rolls of 4 or less count.
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@trulpen said in G40 Balance Mod - Feedback Thread:
@Amon-Sul said in G40 Balance Mod - Feedback Thread:
my suggestion for additional Nation related Techs would be:
- Mobile Industry (Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them. U can not deploy units in a territory with less then 2 ipc value).
Isn’t this just very meh for Russia? I mean, they almost don’t have any territories with more income than 1, especially in the east.
Only point would be to immediately withdraw the factories so Germany can’t take hold of them. Of course, that’s a serious point.
Would 1 MIC, 3 mIC in Moscow be able to produce 19 units?
no, no merging of ICs.
well u have rostov, novosibirsk.
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@Pejon_88 said in G40 Balance Mod - Feedback Thread:
I think the easy part is to figure out fun techs, the hard part (from experience) is incorporating it in the game. The current system with paying for dice that randomly gives you research is not good enough. Some kind of point system as mentioned by trulpen is preferred, with or without research facilities.
i am a fan of giving tech bonuses for free, and just doing it in edit.
one bonus at the start of the game, and every 3-5 turns u choose another
or we can give a fixed ammount for buying a tech earlier, and we do it in edit.
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lets say we say 16 ipc for a tech development.
we just edit add the tech and remove 16 ipc.
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I will first say I am biased that I never play with Tech because for me it just adds in another level of randomness to the game increasing the luck factor of the game. The more luck in the game the less strategy is important and I prefer strategy games over luck games.
Therefore if a Tech policy is initiated I would vote for one that is less random than more random.
If a Tech policy is initiated I would prefer one with some of the Techs being the same for everyone and some being specific to Nation.
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@Amon-Sul Maybe by giving it “for free” say every 5 turns or so we can emulate the real war in a way since tech was advanced. It also circumvents the problem with having to spend previous IPC on something that compared to units is usually much worse. I totally agree there should be some generic techs and Nation specific ones that makes sense.
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both my men.
no paying for tech.
tech choosing every 5 rounds.
some tech same for all, some specific for each nation
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possible add is fixed ammount of money (to get a tech development) for those who wish to buy tech
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@Amon-Sul I disagree a little bit.
It should cost you Ipcs but i don’t want to spend it on some randome stuff.
Let the Techs cost you some Ipcs you have to spend on but you choose what you want to achieve. Make them cost differently and accumulate until you got it.
That way you are able to oversee everything. Pause if you have a bad previous round and need the Extra cash and it would be less script it.
Of course we have to nerf the techs especially the Nation related ones.
But i think we are on a good way. -
the brainstorming is on, and in the end we will have a compromise.
i think that getting a free tech at the begining and each 5 rounds is great , and combo that with the ability to buy (more) tech if u want.
cus there will be 9 tech in my suggestion, 3 fixed land, 3 fixed sea and air, and 3 per nation. thats a lot.
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@trulpen said in G40 Balance Mod - Feedback Thread:
@Amon-Sul said in G40 Balance Mod - Feedback Thread:
as for war bonds. good for UK, but too little for USA.
instead of that maybe better for USA is Heavy bomber
a) rolls 2 dice instead of one
b) attacks on 5
and the price of course 14 ipc
Those heavy bomber solutions are just insane. Far too strong. I think a better solution is to make SBR stronger or something like that.
yeah, i like the idea of a nuclear bomb.
the bomb is produced at a factory and is then transported and delivered by a bomber. The bomber must survive AA fire.
Costs 10 to produce. Can be captured. Must be loaded on bombers. No more than 1 atomic bomb on the board at the same time.dmg is
a) Roll for each unit in target area, destroying on a 1-3.
b) If the bomber survives AA fire, all units in the area are destroyed (even factories and AA guns).
c) Destroys enemy factory (and/or airfield and harbour) and removes 2D6 IPC’s.
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@aequitas-et-veritas said in G40 Balance Mod - Feedback Thread:
@Amon-Sul I disagree a little bit.
It should cost you Ipcs but i don’t want to spend it on some randome stuff.
Let the Techs cost you some Ipcs you have to spend on but you choose what you want to achieve. Make them cost differently and accumulate until you got it.
That way you are able to oversee everything. Pause if you have a bad previous round and need the Extra cash and it would be less script it.
Of course we have to nerf the techs especially the Nation related ones.
But i think we are on a good way.well, if i understood well u suggest relatively cheap tech but for money.
i suggest free tech each 5 round, and solid price for tech, not 8 ipc as i understood u sugest, or 30 ipc which would be average considering the dice system we have now.
i am somewhat at 16 ipc.
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How do i/we play with bombers at 12 vs 14? If default is different
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@oysteilo said in G40 Balance Mod - Feedback Thread:
How do i/we play with bombers at 12 vs 14? If default is different
You will have to adjust by edit.
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@trulpen said in G40 Balance Mod - Feedback Thread:
@oysteilo said in G40 Balance Mod - Feedback Thread:
How do i/we play with bombers at 12 vs 14? If default is different
You will have to adjust by edit.
Come on…
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Because it is incorporated in version 4.0.0 right?
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@pejon_88 yes
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@pejon_88 and I don’t like it. We should have nerfed the CR’s instead.