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ShotGun Jolly
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Thu Jun 28, 2012 4:05 pm |
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| Sarge |
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Joined: Mon Oct 10, 2011 8:51 pm Posts: 94
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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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Makarov
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Sun Jul 01, 2012 5:01 pm |
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Joined: Sun Jun 03, 2012 1:57 pm Posts: 7
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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
_________________ Armies: Tomrrow's War: Imperial Guard 1,000 Force on Force: Russians/Soviet Marines Flames of War: Late war Germans: 2,500 points, Late war Polish Insurgents: 1250 points
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Tzigane
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Thu Aug 09, 2012 6:57 am |
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Joined: Mon Apr 16, 2012 12:27 pm Posts: 16
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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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Kowari
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Thu Aug 09, 2012 7:34 am |
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Joined: Wed Feb 29, 2012 6:49 am Posts: 22
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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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Tzigane
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Thu Aug 09, 2012 12:31 pm |
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Joined: Mon Apr 16, 2012 12:27 pm Posts: 16
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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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Toby
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Fri Aug 17, 2012 12:52 am |
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| Sarge |
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Joined: Tue Mar 10, 2009 4:19 am Posts: 79 Location: Vlaardingen / NL
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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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Toby
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Post subject: Re: TW Open Beta Point Based Scenario Balancing System Posted: Fri Aug 17, 2012 12:04 pm |
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| Sarge |
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Joined: Tue Mar 10, 2009 4:19 am Posts: 79 Location: Vlaardingen / NL
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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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