I will try to address all factors affecting economy
First remove the refund on death and escalation phase scaling
Now for the redesign
Base income is dramatically reduced
Capture points no longer have req generators
Capture points now have a base req income
Listening post should get 2 other upgrades locked behind the HQ tier upgrade
Listening post provide a multiplier/bonus to req income which increases with each upgrade
I hope players will consider this change to be good please discuss your opinion
Comments
Dandalus
Some smart deals ideas as other smart ideas already proposed. I disagree with the removal of requisition generator but agree with reduction of base income and refund removal. Firestorm over Kaurava and Ultimate Apocalypse have good economic systems.
Katitof
Its literally "spam whatever you wish for without ever worrying about requisition or power"....
Martin
You suggest many changes but do not write why those changes are good
Dandalus
UA isn't so good but Firestorm over Kaurava is. Btw there is a new mod for UA fixing such issues.
Azzakye
@Martin
Whether or not the changes are good or bad is when players actually use it
There are many ways and designs, but these changes go back to what DoW 1 had so I won't tell you what is good or bad just tell me what you think and Ill tell you what I think
Martin
If I am gonna think about your idea at least tell me what you are trying to achieve with it so I know it is worth thinking about.
Azzakye
@Martin
I'm trying to increase the base value of capture points so that they are instantly valuable the moment you capture them
I also want the refund and escalation phases to not effect the economy so their benefit is straight up removed.
In turn this is to bring back eco and marco play similar to that of DoW 1
If you didn't understand a particular change please point it out
Martin
@Azzakye
What about power generators? you mention removing req gens but will they just stay the same? so a point with 2 req 1 power will be a 1 power point instead, and a point with just req gens will just be an empty point?
Azzakye
@Martin
I didn't have in mind for the change to directly translate into the current maps, as I intended for each map to be adjusted accordingly.
On this point I really have not thought much about it since this kind of balance is map dependent and not within the scope of the mechanic addressed
Katitof
Which is not an economic redesign, but a map revamp as well, which screams NO and puts too many red lights.
Dandalus
Power generators must remain.
Azzakye
@Katitof
Meaning you are against changes to generators or the fact that the maps need to be revamped
Katitof
Both in your case as they are interconnected too hard and have potential to break economy all together.
Plus, at the core, your suggestion changes absolutely nothing but visuals.
Azzakye
@Katitof
I would have to disagree with your second point since the changes are clearly not visual
The changes main focus is to bring importance to increase the base value of resource points
If it was just visual it would be removing the generator building and replace it with a listening post upgrade with the same tech value, so your comment is not meaningful as you are making a highly subjective comparison and seem to be attacking me indirectly instead of voicing an idea or notion about the topic.
If you have nothing to add to the discussion then don't post I for one am disgusted at your constant attack at people.