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Coldheart
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Reged: 07/30/03
Posts: 55
OMT-SOI-Garrison Limits
      #153384 - 01/23/09 06:27 PM (72.39.118.69)

Some of this is just a tweaking of the current game rules, some will seem to be a large re-vamping.
It is all intended to be taken as one large rework and not just a piece of one part of the suggestion.



SOI
Only to be used on a per city zone basis of the original 9 hexes that surround that city zone.
It would be as a refence only.
The more empires and the more zones that the empire(s) own about you, within your SOI, allow you to have more units than the starting figure of 4.



Garrison Limits
With the increase provided with the above, limits are increased, for a city zone and the immediately adjacent zones only.
Other zones you may have within the SOI range, would have half of the number.
Garrison limit calculation is suggested to be along the following (just 4 examples)

Base figure of 4 multiplied by (number of other empires within your SOI + number of zones owned by other empires within your SOI + total number of empire levels for the surrounding empires)

So for example, if you own one city zone that is surrounded by four empires (level 3, 3, 4, 5 : for a total empire level of 15) controlling the other 8 zones and your empire is a Level 4, you would end up with a garrison limit of:
4 * (4 + 15 + 8)
4 * 27 = 108 units

Now if you owned that city zone plus just one other zone within your SOI, but another empire, of the same level, owned the other eight zones, your garrison limit would be:
4 * (1 + 8 + 4)
4 * 13 = 52

If you are a larger empire, the empire levels may differ somewhat. This example looks at a larger range of levels.
You have a level 12 empire, with a city zone and three other zones within your SOI (one of those remote zone ownerships that occur). The other five zones belong to three other empires.
For the example, another level 12 owns two of these zones, a level nine has two zones and the other zone is occupied by a level 1 empire.
4 * (3 + 5 + 22)
4 * 30 = 120

However, if you only own that single city zone and were completely surrounded by the above empires, the calculation would give you:
4 * (3 + 8 + 22)
4 * 33 = 132

The exception that would happen is if you owned all the zones around that city zone. Which would most likely be with a larger empire that had a very good zone to put research or commercial buildings in; or if that was a lone zone and was completely surounded by water (for at least the area of the nine zone SOI).
In that case the garrison limit should be calculated by starting with total number of hexes within a city zone; minus ten percent [allows for actual troop movement] and also minus the total number of building spots within a zone.
Each zone has an area of 100 * 100 hexes ( 10,000 hexes total ). Minus the ten percent leaves 9,000 hexes.
Allowing for the maximum number of building slots (as the number has changed from 1,009 to around 1,032 in a couple of the zones) this example will use 1,032 to lower the available slots as much as possible; to a remaining number of: 7,968.
A fairly well defended zone with a possible 7,968 troops.



OMT
I find this one of the oddest rules in Neveron and hope this section gives any reader food for thought.
Although the reasoning behind this game rule seemed okay at the time it was introduced; it still leaves the feeling of some magically induced force.
First, let me say, if an empire is making enough cash to afford a military of a size that the player feels comfortable with, then there should be no OMT.
Granted there may be no cash left to do anything else, but if the military is being paid then that should be it.
If the player wants to do any other financially dependant activities then the player needs to change that empires cash flow structure.
Now, to look at why the OMT was really put into place.
At least at the time, there was a huge game cash surplus being stock-piled by empires. This stockpile was not just by those really large empires either. Many smaller empires had, at least at the time, what was considered well more than enough to keep an empire going.
OMT was brought in to try and balance out both the military spending and the cash hoarding.
At one point though it seemed odd that an empire (albeit small) may be able to afford four of one vehicle type, but unable to afford one large vehicle type unless it was the only vehicle in the empire.
To better tap the money well that empires can create, I am suggesting the following:
Daily Maintenance Fees need adjusting.
Towers, based on CF size, weapons, etc, appear to be adequately charged for, however, vehicles and even mechs to some extent, do not always reflect a needed costing.
For Light vehicles; current daily costs per vehicle type to stay as they are.
For Medium vehicles; current daily costs should be increased by 50%. (* 1/2)
For Heavy vehicles; current daily maintenance costs need to be increased by 100%. (* 2)
For those awesome Assault vehicles, the daily maintenance fee should increased by 200%. (* 4)
Maintenance fees for mechs should be increased as follows:
Lights : current + 25%
Mediums: current + 50%
Heavy : current + 75%
Assault : current + 100%

By utilizing the daily fee, it can help regulate an empire's military spending based on the actual cash flow within the game.


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