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Uploaded: Official 1900-2030 LA Rev-3 Rules


geecadwah

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I've uploaded my official 1900-2030 LA Rev-3 rules, where I've done a lot of "tweaking and changing to the original, here's a short list of some of the major modifications:

1.) re-calibrated movement speed and movement range, my goal here was to quicken the pace of the game after the early stages and put a little more gameplay balance and realism into the game.

2.) re-worked all attack, defense ratings and hit points, so units are now somewhat more specialised and focus on target's that they're better suited to specifically attack/defend against. Most of my focus in this direction is geared to forcing players to create more diverse army/naval/air forces and fleets to better reflect the way war's are actually fought. I've really spent alot of time customizing the units here's a couple examples:

Artillery are devastaing against infantry and fair against other artillery, armor, early air (zepplin, biplane fighter(1), tact bomber(1). bomber(1), light ships (transports, destroyer's crusier's) ... they no longer even shoot at later stage fighter's, bomber's or specialty aircraft and while they will shoot at them, they will do minimal damage to Capital Ship's (battleships & carrier's).

Paratrooper's (although still called "paratrooper's) are now a small band of Special Op's forces that are very effective against artillery and armor, but are easily hunted down and destroyed by Infantry Division's.

Please feel free to discuss things you feel work well and don't work well as modding is always a work in progess !!! :D

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My initial thought is that movement for early units is very very slow. A little un-fun actually. I can see where you are going with it though.

Sorry to not be able to offer a positive, thats only because I didn't play very long! I'll make further comment when I have time to get further into it.

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My initial thought is that movement for early units is very very slow. A little un-fun actually. I can see where you are going with it though.

Sorry to not be able to offer a positive, thats only because I didn't play very long! I'll make further comment when I have time to get further into it.

No problem, actually I appreciate all input (but not really bad) :( ...

here's my thought process on my overall rules change and how I incorporated movement into it. From an overall perspective I wanted the unit upgrade process to be a bit more "dynamic", using tanks as an example, I also wanted movement to be a bit more representative of the historical upgrading of the WW-1 tanks 5-10 mph Trench Buster's that crawled to the battlefield and the 21st century versions that can reach 50+ mph. Also I wanted the overall playing speed of the game to start slowly in the exploratory stages (1st 200-300 turns), then to keep accelerating to make the end-game tactics & strategies more interesting, dynamic and far-reaching. Here's a Tank Speed comparison using the official atomicboy 1900-2030 rules vs. my Rev-3 changes:

Tank (1) movement ... Atomic (45) ... LA Rev-3 (40)

Tank (2) movement ... Atomic (70) ... LA Rev-3 (50)

Tank (3) movement ... Atomic (90) ... LA Rev-3 (66)

Tank (4) movement ... Atomic (95) ... LA Rev-3 (87)

Tank (5) movement ... Atomic (100) ... LA Rev-3 (117)

Tank (6) movement ... Atomic (105) ... LA Rev-3 (161)

Tank (7) movement ... Atomic (105) ... LA Rev-3 (226)

I viewed tanks 1 & 2 as Pre-WW-2 versions and tanks 3 & 4 as the WW-2 version & 1950's thru 60's Korean/Vietnam War models, and tank 5 as the modern transition when turbocharged diesel engines propelled them into the rapid response tanks of today (note the dramatic movement increase) ... Tanks 6 & 7 are the future versions and I tried to use them to really rev-up the end-game. Anyhow just wanted you to know there was some thought and reasoning behing my changes. Thanks, geecadwah :)

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