Since the 3.1.5C patch which released 22/23 July 2017 vehicle pricing has changed to better reflect the performance of vehicles since the 2.0 and 3.0 armor overhaul patches.
To help you the player understand how we came to our pricing for vehicles we will give you the following overview.
Stage One – Power Ranking
Each vehicle in Wikinger has a unique power ranking, based on a various characteristics that makes up each vehicle in game.
Things we took into consideration
- Max & Min Armor- Front & Rear
- AP Penetration
- DPS (ROF/Damage)/60
- Turret Rotation Speed
Some of these factors were multiplied, and others were divided as to take them all at a 1:1 value would skew the ratings. For example a KV-1 has a high number of hitpoints, decent armor but an average gun. Taken at a 1:1 value for all of the factors results in an under-performing vehicle for the cost.
Stage Two – Base Cost
We took all of the individual power rankings and ran them through a formula to take a percentage of the power ranking to reflect both manpower and fuel, we scaled this calculation based on the various brackets we broke the power rankings down into – in short: light, medium, heavy and super heavy.
Stage Three – Modifiers
Once we had the base cost, we then applied a series of modifiers to the base cost, for example flame vehicles added a % of its own manpower to both fuel and munitions cost. There were also situations where it goes the other way, case-mate (no turret) and manual turretted vehicles benefit from a discount to factor in cheaper manufacturing costs.
Cost reduction and production speed modifiers are also in place to automatically calculate the values for these various upgrades in the tech trees.
Stage Four – Rounding
After all the modifiers are taken into account, the base figures can be really unique – we ran all those figures through a final calculator and rounded to the nearest five.
While we were overhauling the prices, we also overhauled the vehicle build times to better reflect their historical counterparts. We took a percentage of vehicle mass and added that to the time it would take the vehicle to drive 1km. The percentage used was also reflective of the vehicles mass, 0-20000kgs = 1%, 20001-40000 = 1.5% and 40001+ =2% of mass.
Call-ins, battle groups and Aces
Vehicle call ins are a little different, we have battle group call-ins, individual aces etc. Call-ins don’t have a build time, so we took their final cost values, and added them together with their build time to give their call-in cost, in most cases this worked out quite close to their current in game price, however there were a few who got a cost increase and a few who got a decrease in price.
Battle-group call-ins were calculated slightly differently, we used their cost reduction price rather than their full price otherwise the combined cost of all of the vehicles would’ve been prohibitive and would’ve forced players to float far too much manpower in a game to call in these battle-groups.
This should help you understand how we get to our new prices for vehicles, it should dynamically alter the way that Wikinger plays, but for the better.
If you have any further questions or want any clarification, please don’t hesitate to use our forum to get in touch.
The Wikinger Development Team