Proposed RTS changes

Proposed Assault Team, Stockpile & Production Changes

1. Tank Assault Team Changes

For tanks, we are going with a moderate reduction in assault team size.

To keep the matchmaker functioning well, we do not want to go below 10 vehicles per assault team. Light and medium tank teams will remain slightly larger to give newer players more opportunities to spawn vehicles.

A few extra tankers will remain in each assault team so players can repair teammates or share tanks.

The goal is to find that difficult balance where ATs can:

  • Can realistically be depleted within roughly 30 minutes
  • Still allow an assault team to feel influential in a battle
  • Avoid making individual assault teams too easy to wipe out

Sending 10 assault teams will still be possible, so some battles may still become heavily overstacked.

Some members of the war-playing community have suggested reducing tank assault teams even further, to around 6–8 tanks per assault team. In my opinion, that is too low. Smaller assault teams could make spawn camping and other toxic playstyles more common because a team could be cleared too easily.

However, further reductions are still being discussed and may be considered after testing.

New Tank Assault Team Sizes

Assault Team Tankers Vehicles
Light Tanks 14 12
Medium Tanks 14 12
Heavy Tanks 12 10
Tank Destroyers 12 10
Heavy Tank Destroyers 12 10

2. Plane Assault Team Changes

For aircraft, we are going with a more aggressive reduction, particularly for medium and heavy fighters.

At the moment, medium fighters are extremely strong on the war map. Their assault teams are difficult for infantry to clear, and their HE capability allows them to dominate battles.

New Plane Assault Team Sizes

Assault Team Pilots Aircraft
Recon Planes 18 16
Medium Fighters 12 12
Heavy Fighters 16 14

Note: Heavy fighter numbers are uneven because German and Soviet heavy fighters can support rear gunners.

3. Stockpile Changes

The initial plan is a 75% reduction to plane, pilot, tank, and tanker starting stockpiles.

These numbers may need to be increased within the first two weeks if they prove to be far too restrictive. We currently have no perfect way of knowing how the changes will affect the war.

As a rough target, if tanks appear about 25% as often as they currently do, that feels like a reasonable starting point.

I have also considered giving the overpopulated faction a slightly larger stockpile, but that requires further discussion before implementation.

Plane & Pilot Stockpiles

75% reduction

Resource New Starting Stockpile
Pilots 1,750
Recon Planes 1,500
Medium Fighters 450
Heavy Fighters 350

Tank & Tanker Stockpiles

75% reduction

Resource New Starting Stockpile
Tankers 3,375
Light Tanks 1,000
Medium Tanks 300
Heavy Tanks 50
Tank Destroyers 500
Heavy Tank Destroyers 300

4. Production Changes

After the stockpile reductions, production rates for several classes will also be reduced.

After monitoring the current stockpiles, it is clear that not every resource continually increases during a war. However, some resources effectively become infinite over time because their production is too high.

Paratrooper and paratrooper-plane production will also be reduced in an attempt to decrease parablocking spam.

Tank Production

Resource Current New
Tankers 54 40
Light Tanks 19 15
Medium Tanks 9 6
Tank Destroyers 8 6

Aircraft Production

Resource Current New
Medium Fighters 3 2

Paratrooper Production

Resource Current New
Paratrooper Planes 6 2
Paratroopers 25 12

Overall Goal

The purpose of these changes is to make war resources feel limited and meaningful again.

Capturing pockets on the war map should have consequences. Currently one can lose everything in a pocket, make a little less than profit and redeploy very fast without batting an eye.

Assault teams should still have an asymmetric impact on battles, but they should also be possible to deplete. Stockpiles should matter, production should not create effectively infinite resources, and excessive vehicle, aircraft, and paratrooper spam should be significantly reduced.

Currently there is no real discernible Early, mid or late war in terms of player experience. One of the goals here is incentivize players to be involved in the early war where ATs are sparse and where the Infantry vs Infantry battles that we all love are relatively common.

These numbers should be treated as a starting point and will be adjusted based on how the first weeks of testing affect actual war gameplay.

Here is what the stockpile for each faction looks like at the start of a war:

Here is the starting stockpile with proposed reductions.

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u/craeger — 6 days ago
▲ 23 r/Tudor

Can I pull off the black bay chrono?

6.5 inch wrist

u/craeger — 2 months ago