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russian armor

Potential economic system

24 Aug 2020, 11:00 AM
#21
avatar of Katitof

Posts: 17887 | Subs: 8

jump backJump back to quoted post24 Aug 2020, 10:57 AMEsxile


Not after 5 minutes.

Imo, reducing the fuel income from territory point by 1 should already reduce the game path. And probably already creates new balance issues between factions.

Every faction which does not relay completely on support weapons and mainline inf would probably be crippled instantly.

Delay T70 for too long against OKW if you don't spam guards and you're up for a loss.
Tho only economy changes that game needs but won't get is reduced mun and fu income for team games.
31 Aug 2020, 20:52 PM
#22
avatar of KiwiBirb

Posts: 789

You know what, I think this would be a great way to rework caches. Instead of making the point immune to capping and instability produce more resources, make it so cached points can still be decapped, and need to stay capped for a certain period of time to begin producing resources.

This would make it much easier to disrupt your enemy’s coaches. Instead of needing an AT gun to kill the cache, you can just decap it to disrupt its bonus resource gain.

This would make caches much more dynamic and interesting IMO.



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