Dawn of War 2

Trading in Power for Req.

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# 1Zato Nov 18 2009, 18:41 PM
I've noticed that mid to late game some people seem to have ALOT more power then they really need. So I was thinking that maybe there should be some feature that allows you to trade in power for req. Like say you traded in 50 power then you will receive 100 req and if you trade in 100 power then you will receive 250 req. Basically ridding your self of unwanted power and getting good use out of it so you don't feel like you wasted all that money on making those gens. Anyone else had this idea or like it?

This post has been edited by Zato: Nov 18 2009, 18:42 PM
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# 2ParanoidKami Nov 18 2009, 18:47 PM
probably wouldnt work since there would be less reason to get req points if you can just spam gens. there should always be a drawback in every strategical decision.
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# 3Zato Nov 18 2009, 18:53 PM
Well I was thinking that maybe it should cost zeal too? 50 Zeal/Power for 100 Req. My only issue is balancing how much Req you will receive when doing so. I guess 100 Zeal/Power would be a decent price for 250 Req back. Capping Req points will still be a main priority though since its free Req imo.

This post has been edited by Zato: Nov 18 2009, 18:53 PM
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# 4Moepp Nov 18 2009, 19:01 PM
I don´t like the idea tbh. It would slim the possibilities of comebacks even more.
The player who already has the upper hand would be able to counteract his upkeep. The winnig player usually has the power and zeal/whatever.
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# 5Spekkio Nov 18 2009, 19:11 PM
Upon hitting T3, you should be able to get CoH style supply yard update(s) that allow you to reduce upkeep.
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# 6Zato Nov 18 2009, 19:13 PM
I know there is a way this could work. This feature should have a maximum trade limit (probably 500 Req at most and 100 Req at least) and a cool down so people won't be able to spam it. I'm guessing the trade feature should have a 2 or 3 minute cool down to balance it out for the players. Then again we might see Avatars rolling out easier which could get ugly. There has to be a way to make unwanted power useful.
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# 7shane123103 Nov 18 2009, 19:27 PM
You should be able to sell back your generators for a reduced amount of req, say 70%. That would be kind of like what you are saying. I think.
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# 8Spekkio Nov 18 2009, 19:54 PM
Trading power/zeal for instant req is stupid. It compensates for poor macromanagement of what little there is to manage.

The only reason I am for a supply yard type update in t3 is because upkeep starts to get very steep with tier 2/3 units on the field and there's no way to increase your req income otherwise.

Should be something like 50 req and 100 power to reduce upkeep by 25%, then a further 100 req 200-250 power to reduce it a further 33%.

(For the math uninclined, 25% + 33% is not equal to 58%, but rather a total of 49.5% upkeep reduction after both upgrades).

This post has been edited by Spekkio: Nov 18 2009, 19:59 PM
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# 9Dux Nov 18 2009, 23:37 PM
I like Spekkio's upkeep idea. This would add a whole new layer of late-game strategy to the game.

An alternative idea:
What if you could use power to purchase red resource in Tier 3?

This post has been edited by Dux: Nov 18 2009, 23:39 PM
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# 10BravesToaster Nov 19 2009, 11:02 AM
In a game where your resource macromanagement pretty much extends to how many generators you choose to build, I just think you should be planning your power economy slightly better.
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# 11fischbs Nov 19 2009, 11:30 AM
Agreed with Braves. Why are you building so many generators? Swimming in power in T1/T2 typically indicates that you're pumping too much of a gen farm early on. Even if you can defend it, it only means you'll end up floating tons of power with less requisition to reinforce/produce units.

Build an extra squad instead. Problem solved. I've had no problems striking a balance with power and requisition and the only time I really float any power is late T3 when all of the focus is on the VPs at that point and all your req is sucked down the tubes to reinforcement costs.

Paranoid put it well in his first response. Being able to "trade" resources takes the strategy out of your decisions -- why not just pump two gen farms so you can flood the field with Tacs? You'll not only have enough requisition to sustain such a high body count army, but you'll have enough power to boot to equip the entire blob in the blink of an eye, too.

This post has been edited by fischbs: Nov 19 2009, 11:36 AM
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# 12ratixleingod Nov 19 2009, 14:35 PM
QUOTE(fischbs @ Nov 19 2009, 03:30 AM) *

Agreed with Braves. Why are you building so many generators? Swimming in power in T1/T2 typically indicates that you're pumping too much of a gen farm early on. Even if you can defend it, it only means you'll end up floating tons of power with less requisition to reinforce/produce units.

Build an extra squad instead. Problem solved. I've had no problems striking a balance with power and requisition and the only time I really float any power is late T3 when all of the focus is on the VPs at that point and all your req is sucked down the tubes to reinforcement costs.

Paranoid put it well in his first response. Being able to "trade" resources takes the strategy out of your decisions -- why not just pump two gen farms so you can flood the field with Tacs? You'll not only have enough requisition to sustain such a high body count army, but you'll have enough power to boot to equip the entire blob in the blink of an eye, too.


Fischbs is the king of commentary. The John Madden of GR. The best one ever.

+1 to Braves and you as well.
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# 13FlameStrike Nov 19 2009, 15:20 PM
Build a couple tanks in T3, and i'm pretty sure your power will get cut down fairly fast, diminishing the pooling you been having.

Other than that, i agree with what was said before, don't spam gens or you'll be Req starved later on.
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# 14Yojimbo252 Nov 20 2009, 16:22 PM
if you make req and power interchangeable what's the point in having 2 distinct resource types in the first place?
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# 15Spekkio Nov 20 2009, 18:46 PM
QUOTE
In a game where your resource macromanagement pretty much extends to how many generators you choose to build, I just think you should be planning your power economy slightly better.
The thread was about t3 in even games that take longer than average to play out. If you have a way to "plan your eco" for t3 in tier 1 when you start building gens, I'd love to hear it.

QUOTE
Swimming in power in T1/T2 typically indicates that you're pumping too much of a gen farm early on.
Fail x2. The thread is about tier 3 power floats. My suggestion was to have upkeep reduction upgrades in tier 3.

QUOTE
if you make req and power interchangeable what's the point in having 2 distinct resource types in the first place?
I agree that a straight interchange would be silly. However, DoW 1 had eco upgrades where you trade some req and more power for more req, and some power and more req for more power. I'm simply suggesting DoW 2 do the same thing in tier 3 once upkeep becomes a large factor.

QUOTE
Build a couple tanks in T3, and i'm pretty sure your power will get cut down fairly fast, diminishing the pooling you been having.
Using SM as an example, 2 tanks would be 900 req and 250 power (any more than two would likely use too much pop-cap if the rest of your army is intact, and would leave you too vulnerable to a straight AV counter). If you micro tanks well, the units you'll be losing in the interim will be troops, while you can repair tanks for free. This inevitably will result in a power float, particularly with upkeep costs.

This post has been edited by Spekkio: Nov 20 2009, 18:54 PM
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# 16Harry Russ Nov 20 2009, 19:28 PM
the idea would have good and bad echoes.
but that's what I liked in dow1: the req and power-upgrades.
the upgrades were payed with the opposite ressource that you want to have a better rate in.
I often sometimes go for hardtech when I cause heavy casualties to my enemy. in late game i have more power than I need. I would like to see it spended somewhere....
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# 17IamSoCrazy Nov 20 2009, 20:12 PM
To me, there is already too little on the economy side. So having to judge how much gens you need (and being at a disadvantage for buying a lot of them too early) is a good thing.
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# 18S0litude Nov 21 2009, 00:06 AM
QUOTE(IamSoCrazy @ Nov 20 2009, 23:12 PM) *

To me, there is already too little on the economy side. So having to judge how much gens you need (and being at a disadvantage for buying a lot of them too early) is a good thing.

I second.
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# 19Moepp Nov 21 2009, 01:05 AM
Question is, what does it really add to the game? What´s the result? More units beeing purchaseable in T3 most likely, losses beein easier to replace. I´m not sure if I really want that.

From a balance perspective. Is a req boost in late game more beneficial for factions with a strong T3 than for others? Dunno, I could imagine it but I´m absolutely not sure.
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# 20S0litude Nov 21 2009, 12:42 PM
Joining two thread to one solution: A thread about the req-cost curve of reviving heroes

So basicly there would be an alternative power cost you could pay to revive your hero. That way power harassment would be as important late game as it is early game.

On the negative side it is a slippery slope mechanic, cause the one leading the game would also be getting free revivals for his/her commander. But on an even match it would introduce new aspect of tactics for the end game.
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