WARNO
WARNO ACTUAL
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Lateralus  [开发者] 2024 年 11 月 29 日 上午 8:51
WARNO Actual Introduction
Mod Overview (work in progress)

General gameplay changes
  • Income. Decreased from 260 -> 210 per minute, and the income tick is now 21 points every 6 seconds. The majority of units have had a roughly equivalent decrease in price. The decrease in income is motivated by fairly technical reasons, which I won't explain here as they are beyond the scope of this overview.

  • Command & Leader units. Command and Leader units are now separate classes of units, and Command units are much more expensive and can only be found in the Logistics tab. Leader units are much cheaper and higher availability, and now serve to exclusively lead other units in combat and give them veterancy buffs.

  • Forward deploy. Ranges of forward deploy have been nerfed to 2000m and 750m. This feature causes too many balance issues, particularly in regards to making helicopter transports somewhat irrelevant. I am not firmly decided on these numbers, and I am still deciding how I will balance airborne divisions. Basically, this is still a very "experimental" change (even more so than others).

  • HE scaling HE scaling is now marginally non-linear, starting at around 70mm the HE damage of weapons starts to increase faster, with the largest guns capping out at 1.5 - 1.75 HE. The goal of this change was to make sure heavy armor divisions had enough firepower to deal with the increased availability and cost efficiency of infantry. Another aspect of this change is increased splash radius for various weapons, although that is very much a work in progress, and not applied to most weapons at this time.

  • Price standardization. Units in each division are no longer priced around the balance of that division, but rather priced according to a universal standard. Some exceptions will be made, where some units might be intentionally underpriced (marginally) to define the "flavor" of the division. Never will any unit be intentionally "overpriced". All balance of divisions will be done through stat changes, or addition/removal of units, and not through use of different price standards.

  • Availability standardization. WARNO Actual will be more like wargame in the sense that unit availability will have a rough correlation to price, for example helicopters are now much higher availability per card and other measures have been taken to balance them instead. With that said, Wargame's design was often overly obsessed with standardized availability and suffered for it. I am trying to strike a balance, where standardized availability is the foundation and exceptions are made when it can improve the depth and variety of deck building.

  • Weapon aim times. Aim times for weapons are being decreased overall. For example tank canons have had their aim times reduced from 3 seconds to 1.5 seconds. This change is experimental, and the goal is to see if this makes units feel more "responsive".

Logistics
  • Supply rework. Supply trucks can longer be sold, and it is important to refill your supply trucks at the FOB. Availability of supply units has been greatly increased. Supply costs are now quite a bit higher than in vanilla WARNO, but still nowhere near as high as they were in Wargame.

  • Command units. Command units are now exclusive to the Logistics tab, while other tabs only have leaders. The goal of this design change is to somewhat separate the role of front line combat leader from zone capping units, which allows for leader units to be given a much lower price and higher availability.

  • FOBs. FOB card is now split into two units with half the supply each, this is a measure to mitigate the threat of dirty FOB snipers like you (yes you, reading this).

Infantry
  • Small arms rework. Small arms have been completely reworked, with the goal of aiding the player in gauging the potential performance of the unit just by looking at the stat card. The rework also has the benefit of allowing for much more logical ammo counts, which are now displayed on a per-soldier basis. For example, a US soldier carrying 11 magazines for his M16 would have 330 rounds of 5.56 ammunition.

  • Infantry armor. Infantry units (with the exception of weapon teams) now have varying amounts damage reduction against smalls arms fire depending on their strength. Starting at 0% for 14 strength infantry and capping at 48% for 2 strength infantry. The goal of this design change is to suppress the price of higher strength squads, so they do not become so expensive that entire categories of units are balanced around their use against them. For example, its not a healthy game state when certain bombers are only cost-efficient when sniping extremely expensive infantry.

  • Availability. Infantry availability has been increased by roughly 33%, in order to facilitate other design changes such as the need to always "screen" tanks with infantry, and the goal of having large maps with more rear-guard action.

  • Equipment weight system. Infantry movement speed now varies depending on their equipment loadout. It is all explained in a trait system and their respective tooltips. The goal of this feature is to create a trade-off for more powerful weapons, which helps keep the price of these infantry at a reasonable ceiling.

  • Shock trait rework The shock trait now includes a sprint ability that automatically activates, and reduces suppression damage taken while active. The exact buffs and functionality are explained in the tooltip for the trait.

Artillery
  • Splash radius. I have plans to rework splash radius across the entire game for HE weapons. Of particular importance is the need for increased splash radius of artillery rounds, for both physical damage and cohesion damage. With the exception of grenade launchers, I haven't had time to address this issue yet.

  • Mortars. All mortars now have corrected shot, and smoke duration of mortars has been increased to 80 seconds. Corrected shot was added to increase performance of mortars, and smoke duration was buffed to encourage its use to provide cover to close range in tank fights, where PACT tanks have the advantage (in theory).

Tank
  • Autocannons. Authentic rate of fire has been given to autocannons, up to 600 r/m where the tick rate of the game prevents further realistic modeling. For example RH 202 fires at 1000 r/m which is too fast to model realistically. In a case like this, I model it at 500 r/m with 2x the HE value. The one other exception is the rate of fire of 2A42, as I think how this autocannon should be modeled is a more complex subject that I want to discuss with players. Right now it is modeled with a 250 r/m rate of fire, as a placeholder.

Recon

    Anti-Air
    • Air detection. Very good air detection has been increased from 8000m to 9200m, and Good air detection has been increased from 4000m to 7200m. Unit traits have been added to display which level of air detection an anti-air unit has.

      The goal of this change is to bring air detection in line with the increased plane speeds of WARNO, relative to Wargame: Red Dragon. For context, in Red Dragon "Good" air detection was 6000m, and "Very Good" air detection was 8000m. The values I have chosen are not set in stone, and may be changed based on gameplay testing and feedback. I am also keeping in consideration the fact that unlike Wargame, WARNO has an alarm for enemy aircraft. The point being that I don't want to overcompensate for the increased speed of planes by giving too much additional air detection.

    • Long range A2A missiles. The maximum range and speed of long range air-to-air missiles has been increased, to better match the increased speed of planes. The AMRAAM's F&F capability is now much more valuable. I have decreased the reload time so that the advantage of F&F is similar to Wargame, where such missiles had an effective rate of fire advantage over semi-active missiles. The combination of air detection improvements, and improvements to A2A missiles, should mean that players who react quick enough can punish bombers without need to loiter air superiority fighters (depending on the map and air spawn distance) This is not meant to take away skill ceiling from the game, rather it is meant to restore the more complex balance dynamic of the air ecosystem in Wargame: Red Dragon.

    • Aim times Anti-air now has aim times similar to Wargame: Red Dragon (1.2 seconds vs. 1 second in Wargame). The primary goal of this change is to make sure helicopters are not able to rush anti-air as easily, but obviously it has other balance purposes as it is a global change for all anti-air.

    • MANPADs. MANPADs have had their range against aircraft dramatically lowered, in order to free up "power budget" that I have reallocated to their role as an anti-helicopter tool. This has mainly been accomplished by increased accuracy in the case of Stingers, and decreased price in the case of Iglas.

    • SPAAGs. The accuracy of Radar SPAAG cannons in particular has been dramatically buffed, similar to values in Red Dragon. I am also considering adjusting the recent vanilla change to SPAAG performance against infantry, as my instinct is that their performance against infantry is now somewhat overpowered. At the very least their performance against infantry is likely eating into too much of their power budget, compared to their performance in their primary role as an anti-helicopter tool.

    Helicopter

      Air
      • Armor 2 Armor has been buffed from reducing HE damage from 80% to 60%. This means that 2 armor will absorb (2) 7 HE missiles, and (3) 5 HE missiles.

      • SEAD. SEAD missile ranges have been reworked to match the increased ranges of anti-air in WARNO, and increased plane speeds. Each plane has had its SEAD missile tuned with a salvo reload that complements the speed and range of the missile, which avoids the issue of firing multiple missiles on the same target. This was a design flaw in Wargame: Red Dragon, and persists in vanilla WARNO.

      • Supply costs. Supply costs and resupply rates for aircraft have being increased by 100% (2x). This is an aesthetic change, so that the discrepancy between supply costs on ground and air units is not as egregious. Another design flaw from Red Dragon that persists in WARNO, was Eugen using linear scaling of supply costs for bombers with a high quantity of bombs. I have addressed this by using diminishing supply costs as the quantity of bombs increases. I have also changed supply costs so that Cluster bombs and ATGMs have the highest supply costs, and Napalm bombs have the lowest.

      • Rocket planes. Where possible, I am trying to adjust shot reload times on rocket planes so that they fire all their rockets in a single pass. There might be engine limitations for some planes, but so far I have be able to correct this problem for most rocket planes.
      最后由 Lateralus 编辑于; 2 月 25 日 上午 11:08