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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Thu Jun 28, 2012 4:05 pm 
Sarge
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Joined: Mon Oct 10, 2011 8:51 pm
Posts: 93
I have not read through all of the posts to see if there was any mention of this. But is there talks of a suggested point costs realated to advanced exo skeletons?

Also, what would be a suggested price of advanced sensors, as the spread sheet I have has it left blank?

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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Sun Jul 01, 2012 5:01 pm 
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Joined: Sun Jun 03, 2012 1:57 pm
Posts: 7
Based of my experiences. I 'd recommend that you increase to price of D12 figures, and that you also include a price scale for insurgent levels. Also maybe make its so that it costs 5 points per figure with some form of optic (ie ACOG)

Such as
Level 1: 10 points
Level 2: 25 points
Level 3: 45 Points
Level 4: 70 points
Level 5: 100 points
Level 6: 135 points

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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Thu Aug 09, 2012 6:57 am 
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Joined: Mon Apr 16, 2012 12:27 pm
Posts: 16
We've been having a few more games, and sessions of cost-calculating.

Our initial finds still hold up pretty wel

D8 quality troops: 5 points
D10 quality troops: 15 points

D8 quality vehicle: 15
D10 quality vehicle: 45

Also after calculating ALL the costs for a vehicle, divide by 2.

Not sure about a few things still. Stealth could be a lot more expensive for instance.


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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Thu Aug 09, 2012 7:34 am 
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Joined: Wed Feb 29, 2012 6:49 am
Posts: 21
I've tried dividing the final cost of vehicles by three, which made them a bit too cheap. Now I'm trying dividing it by two, and that seems to work a bit better.


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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Thu Aug 09, 2012 12:31 pm 
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Joined: Mon Apr 16, 2012 12:27 pm
Posts: 16
A few other things we have decided upon today:

Vehicle cost /2. But befóre the attributes are added!

Stealth, will cost 20% of the total unit's cost. This makes stealth more balanced.
The 10 point cost is waaay too low. It would make it a no-brainer actually. Add stealth for 10 odd points, on a (for instance) heavy tank costing 500 is quite odd. as it changes the whole role and effectiveness of a unit.

With the percentage cost, a small 4 man assault team is not going to have much effect from its stealth, but a D10 team with heavy support weapons will.

TL1 stealth can be set to 15%, TL3 to 25%.


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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Fri Aug 17, 2012 12:52 am 
Sarge
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Joined: Tue Mar 10, 2009 4:19 am
Posts: 79
Location: Vlaardingen / NL
Another issue with body armor. At TL2 and 3, the Excel sheet multiplies the base armor cost by 2 or 3 and adds the result to the base cost. Shouldn't the total armor cost be simply the base cost times the TL multiplier?


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 Post subject: Re: TW Open Beta Point Based Scenario Balancing System
PostPosted: Fri Aug 17, 2012 12:04 pm 
Sarge
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Joined: Tue Mar 10, 2009 4:19 am
Posts: 79
Location: Vlaardingen / NL
AT weapons for infantry: The PDF only has a column for TQ D6, what are the multipliers for D8, D10, and D12?


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