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All Out War 2 - View topic - Too much money - one of our main balance breakers - DISCUSS!
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Too much money - one of our main balance breakers - DISCUSS! 
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Post Too much money - one of our main balance breakers - DISCUSS!


Mon Dec 12, 2011 8:04 pm
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Post Re: Too much money - one of our main balance breakers - DISC
This might be seen as a "clipping" problem. Currently, anyone can afford anything just 10 or 15 (arbitrary numbers for the sake of argument) minutes into the game. Instead, only the winning team should have enough money to buy anything (but still go broke if they spam) at about 5 minutes (more arbitrariness) before the end of the game. That way money is still important to gameplay, but it is always scarce enough that you need to pay attention to it.

Is that a good target?

Of course, there's still the issue that having credits leads to winning, which in turn leads to even more credits, but that is inherent in the whole concept of money.

EDIT: Thread title is like, super long.


Mon Dec 12, 2011 8:49 pm
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Post Re: Too much money - one of our main balance breakers - DISC


Mon Dec 12, 2011 10:18 pm
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Post Re: Too much money - one of our main balance breakers - DISC


Mon Dec 12, 2011 10:58 pm
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Post Re: Too much money - one of our main balance breakers - DISC
I think that one of the easier methods of doing this are editing the game to support a credflow of 3: making 3 the default aow_credflow value "3". With that, there's two building config options we can choose with that in mind:

a) Refinery gives 1 cred/sec, RC gives 1 cred/sec, always have at least 1 cred/sec. I like this one, because losing the refinery's ability to harvest is bad enough without cutting your credits by 2/3.

b) Refinery gives 2 cred/sec, RC does not affect credits, but still removed advanced classes and makes the team unable to research which is still crippling in early game.

Miniref might give one or two extra per second, idk, either way it's still far far better than what we have now.


Reducing enhanced harvesting gains can be lowered to 200 as a start and see how the players feel.


Tue Dec 13, 2011 1:00 am
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Post Re: Too much money - one of our main balance breakers - DISC
Might not be a very bright idea, but how about have Refinery give 1 cred/s and RC give 1 cred/s and when they're both dead players still get 1 cred/s?

As for enhanced harvester gains, I'd say $125 or $150 max, but you're right, we'd need to slowly reduce it and watch the reactions, although I expect them to rage once things get harder to earn, because they got used to their rich and spammy gameplay.


Tue Dec 13, 2011 8:21 am
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Post Re: Too much money - one of our main balance breakers - DISC


Tue Dec 13, 2011 11:37 am
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Post Re: Too much money - one of our main balance breakers - DISC


Tue Dec 13, 2011 11:44 am
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Post Re: Too much money - one of our main balance breakers - DISC


Wed Dec 14, 2011 1:00 pm
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Post Re: Too much money - one of our main balance breakers - DISC
I believe that it should be:
Harvesting
Credit Flow
Mini Ref
Repairing (50xp isn't enough to compensate the time spent firing at the a texture.)

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Thu Mar 22, 2012 9:02 pm
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Post Re: Too much money - one of our main balance breakers - DISC


Fri Mar 23, 2012 5:53 am
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Post Re: Too much money - one of our main balance breakers - DISC
Oh you.
So, are we going to actually do something about this? I think we should at first lower the money given by harvesting (and to remove that annoying feature that gives you money as well when your team gets money, so you get $250 + $250 = $500 :|). After we see how things turn out then we should consider lowering (mini ref) cred flow until we get what we want.


Fri Mar 23, 2012 7:54 am
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Post Re: Too much money - one of our main balance breakers - DISC
I still am yet to make harvesting cvars.. I'll get that done.


Fri Mar 23, 2012 9:45 am
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