I think unit costs should be reduced dramatically.
This could make it easier to defend in the beginnings of games. Make battles last longer and be more tactical.
Cash players will have to spend more cash. Because the non-cash players will have reinforcements coming faster. Or at least more abundant.
It would make the game faster. While slowing it down at the same time. It could make for a more chaotic game. Which is always more exciting. At the same time frustrating. Which will in turn generate more income from non-cash players.
I think it's a win-win all the way around. Just thermostatically adjust the unit cost until you see the best results. I think it's something that should be in place on a game by game basis. As an experiment to optimize cash-flow.
Also, when a unit is lost. I think your manpower production should be reimbursed that unit's original cost. Directly to your manpower total. Because as it is right now. When you get past the 50-60 unit manpower wall. It takes a while to break clear of it. By the time you do break clear? You hit another. This is something cash players know nothing about. But this is one of the reasons cash players win so easily. You can't hand them the game! Once they know they're in the clear. There's no need to spend any more money. Even though they have a distinct advantage, it must remain competitive right to the end. Otherwise, you lose money. Cash players couldn't care less about manpower. It doesn't affect them. Non-cash, it is their demise.
Not that I care about your business. I'm a repairman by trade. That's all I've done all my life. When I see something that could be beneficial to improving something or someone. I speak up, even if my advice is not welcome.
Take what you want and throw away the rest,
Brutusof7th
BrutusOf7th Things are gonna change. I can feel it!
2 Replies
5 Nov 2021, 11:10
First of all please note that if you decrease the unit cost you will make it easier for cash users to spam even larger armies.
The beauty of a strategy war game are the economics that are behind it. For an army cannot function without the economy to support it. With the 1.5 version both the unit cost and the production time have already been decreased. If the unit cost would be decreased even further then you would lose the strategic part of the game all together.
Manpower is as all other resources vital for an army, for you cannot train men into soldiers if your country doesn't have men of fighting age. If a regiment has been defeated then the men are dead and the manpower with them. To raise another regiment you need to recruit new men and for that you need manpower. Suggesting that the manpower should be totally reimbursed would be the closest thing to instant reincarnation. This is totally unrealistic.
By conquering new territory and expansion you obtain additional resources as a spoil of war and additional manpower. Expansion is the true engine of a war economy and with it you'll have less problems with manpower. Even so if you have trouble with manpower then you can build recruitment stations which will generate additional manpower.
Your proposal is unrealistic and would totally unbalance the game. It seems to me that instead of changing the game, you need to master your economics.
I think unit costs should be reduced dramatically.
This could make it easier to defend in the beginnings of games. Make battles last longer and be more tactical.
Shouldn't more expensive units encourage more tactical use since you'd lose more if you lose a unit and gain more if you kill an enemy one. Like it adds more weight to a unit and thus makes you think more on how you will use it.
Low unit costs will also just drown the resource management side of the game. So it will not only make the combat less tactical, but the economic as well.
Brutusof7th wrote:
Cash players will have to spend more cash. Because the non-cash players will have reinforcements coming faster. Or at least more abundant.
But their unit cost will also be reduced, so isn't it still the same, proportionately?
Brutusof7th wrote:
Also, when a unit is lost. I think your manpower production should be reimbursed that unit's original cost. Directly to your manpower total.
That would just ruin the quantity vs quality equilibrium in the game. It'd be too one dimensional, everybody's gonna have gonna have hundreds of high level units.
I like how things works currently, where players choose to either have a few high level units or droves of low level one's.
Plus there wouldn't be any purpose for recruitment centers anymore.
This is just my opinion from what I've seen and experienced.
Only have played 10 games though so I could very well be wrong.