Archived from groups: comp.sys.ibm.pc.games.flight-sim (
More info?)
Allan Parent wrote:
> On Mon, 31 Jan 2005 12:18:48 -0000, "Angof"
> <oan1vgofut@btinternet.com> wrote:
>
>> Allan Parent wrote:
>>>>
>>>>
>>
>>> On a side note, why is the 109F included in the Battle of
>>> France?
>>>
>>> Allan
>>
>>
>> It's not at the beginning. It is introduced as a tier1 aircraft I
>> believe.
>
> So how does the tier system work?
RDP in WWII Online
Fuller explaination here
http://www.ogm.wwiionline.com/rdp.pdf
The game design includes a strategic system in which planned and accurate
air/land/sea attacks of key facilities would allow combatants to interdict
their enemy's ability to wage war. With version 1.8 the first step was taken
towards this feature by introducing the RDP spawn lists. These lists get
created using a dependency combat cost formula.
The next introduction of features supporting this gameplay addition are
in-game factories which will power the RDP system outputting the means
necessary for vehicle and equipment choices on spawn lists.
Each country will receive a number of large factories in cities WITHIN their
respective borders at map start. These factories represent a country's RDP
effort and output. While they are "up and running" they compile points
towards an RDP cycle. If left undamaged their combined points output will
complete an RDP cycle within a week or so. However, when factories are
damaged or destroyed, their combined points output is reduced and RDP cycles
can be delayed, and perhaps even stopped if enough effort is applied to a
strategic bombing campaign. Factories only accumulate points toward the RDP
cycle when they are showing their undamaged state which is when they are at
80% or greater health. Visual cues on the damage state of factories will
provide data on its capabilities. At 20% health the factory object will
display its damaged/destroyed state and stop accumulating points towards the
RDP cycle. Factories only accumulate points toward the RDP cycle when they
are showing their undamaged state which is when they are at 80% or greater
health.
Factories stop accumulating points at 20%or lower health but won't begin
accumulating points again until they return to at least 80% health.
You can already see the effect of introducing new vehicles to the spawn
lists. Sometimes a simple vehicle introduction at the right time can have a
vast effect on the front lines. Consider the Hurricane IIC, or PzKpfw IIIH
for example; these vehicles can have a drastic effect on the movement of the
map. With the addition of RDP, a new layer is added to dynamic spawn lists
that allows players to have direct effect on the enemy's ability to bring
new weapons into the battlefield as well as limiting his ability to redefine
his current fighting forces. Effective air power is now critical to success.
You'll depend on bombers and surgical strikes to help win the war and slow
the advance of your enemy.
The completion of an RDP cycle allows for a new spawnlist to be made
available for a country's air, land and sea forces. This spawn list is
"ordered" by the High Command in advance using a dependency and combat cost
formula designed by CRS. This formula allows for the commanders to "spend"
an RDP allowance on manipulating existing spawn lists (Army/Airforce/Navy).
The production allowance is static (for now), and gives the commanders the
ability to custom-build the spawn lists. The completion of an RDP cycle
powered by factory outputs triggers the spending of the points and issues
the new lists to the game server. So, while a commander's choices may give a
country spawn lists that have real impact on it's chances to win the
war,protecting the factories and allowing them to complete the RDP cycle, is
the only way to see that the new lists are made available in-game.
Research and Development. results in the introduction of vehicles/equipment
into service not previously available on a country's spawn list - OR-
reduces the per unit cost of vehicles/weapons already on the spawn list
Production. results in manipulating the numbers of specific vehicles/weapons
available on a current spawn list
The Costs of R&D Individual vehicle/weapon combat costs are based on
mobility, firepower, speed, survivability and other attributes. There are
also a set of rules that regulate new vehicle introductions, phase outs, and
production increases and decrements. These are the tools used to fashion new
spawn lists by leveraging the RDP allowance. A commander may choose to add
new vehicles, phase out or increase production of existing vehicles, all by
adjusting production (spawn) levels.
At the end of each cycle the R&D goal will be listed such as new
vehicle/weapon introduction as well as changes to vehicle/weapon production
numbers. You will also get interim reports as each cycle is underway which
will provide partial intelligence as to the choices made by each side of the
conflict that will go into effect at the end of the current RDP cycle. The
RDP system is designed to allow even more player planning and control over
the conflict as well as introducing a new role for offensive and defensive
air power.
..