So it'd be possible to fully upgrade with 100 army xp?
So it'd be possible to fully upgrade with 100 army xp?
That needs massively changed. In some manner. It means theirs no real need for upgrading during the war. Just upgrade at max every time you research a new unit. No need for loss of productivity or constant change. That's horribly set up and doesn't simulate the reality of the world war. Tanks...not one model came out as it was. Can you imagine a Sherman in 41 with 150mm of armor and a 76mm cannon or a Panzer IVH with its High Velocity and upgraded armor+skirts?Yes, 100xp. But your tank would only have 40% reliability as opposed to 80% in the default model.
That needs massively changed. In some manner. It means theirs no real need for upgrading during the war. Just upgrade at max every time you research a new unit. No need for loss of productivity or constant change. That's horribly set up and doesn't simulate the reality of the world war. Tanks...not one model came out as it was. Can you imagine a Sherman in 41 with 150mm of armor and a 76mm cannon or a Panzer IVH with its High Velocity and upgraded armor+skirts?
The upgrade system imo should be a natural progression of the military equipment. Not just a tag along for your tank. I've listed someways to help and fix it..I hope the devs are aware of this odd problem.n For years on end Daniel in WWW had 500 cap'd and The British well over 100 the entire time and towards now closer to 500.
In response to your edit. Not to be crass but that doesn't mean anything. It's a clear cut issue to me. I don't see a way of getting around it. Should be fixed. The reliability is not what I'm talking about. But the capability of full upgrading and seemingly hefty penalty of 25% which dismayed Daniel from ever once upgrading his fleet of tanks.
My problem with 25% isn't so much that its a big penalty. I ironically find it small. But to be taken every time a upgrade no matter how minor greatly keeps a player from doing so...at least it would with me. And incentives just saving up so you never loose production which is bullshit to me.
I already thought a could idea would just be to attach the efficiency due to the degree of the upgrade.Maybe lowering the effiency penalty for switching variants could help.
This way it would be much more attractive to acutally switch to a new variant to keep your tanks competive in field ( even if it costs reliability ).
In hearts of iron 3, I would tech rush medium tanks, max out armor, ignore engine and get tanks with 1942 tech armor almost, and with a speed of like 4.5.
2x infantry division + slow moving medium tank + 1 support = gg vs ai
Could steamroll Germany as some of the larger minors with it.
That's what beta testing is for.My real issue is they have everything in place to make it be realistic and correct and really cool to real life..they just need the numbers and limiters right.
Hey - thanks for the tip on the exploit. I'll definitely be taking advantage of it.Based on the values in the WWW where Daniel demonstrated upgrading the Pz III, optimal play will be to ensure you have at least 50 XP stored (or however many it is once beta testing is complete) when you finish researching a new tank, and immediately upgrade 5 points in gun/armour/engine and 5 points in reliability. If maintaining reliability isn't that important to you, you could spend more points on other aspects of the tank. Then you place the variant into production, meaning the production line never suffers a drop in productivity for changing to a variant later on, and every single tank produced is better than the base version. Its a very exploitable mechanic in its current form and a reason I'm not a big fan of the current variant mechanic.
I'd be much happier if variants required further research. For example you've just finished researching the base Pz III. Then you spend some accumulated experience points to design a better tank, but have to use a research slot to research it. The length of additional research could be tied to the number of changes you want to make to the base tank. For example, researching a fully upgraded (5 in all categories) variant could take as long as researching a brand new tank, but if you just want to add say 1 extra point of armour it could be ready in 5% of the time. If later on the player wanted to add a slightly better gun to the existing variant, that could again be researched in 5% of the time for the base tank, as it would only be a single change to the already existing variant.
Based on the values in the WWW where Daniel demonstrated upgrading the Pz III, optimal play will be to ensure you have at least 50 XP stored (or however many it is once beta testing is complete) when you finish researching a new tank, and immediately upgrade 5 points in gun/armour/engine and 5 points in reliability. If maintaining reliability isn't that important to you, you could spend more points on other aspects of the tank. Then you place the variant into production, meaning the production line never suffers a drop in productivity for changing to a variant later on, and every single tank produced is better than the base version. Its a very exploitable mechanic in its current form and a reason I'm not a big fan of the current variant mechanic.
Given what the experience system is meant to simulate, I think it'd be a good gameplay mechanic to disallow upgrading vehicles you just "unlocked". Then once you'd used them for a while, preferrably in combat, you'd be able to start upgrading them as you were "applying the lessons from the battlefield", as it were.