Availability
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Our availability system has multiple features that should make it work correctly and fairly, improving game play, and your overall OMG experience.
Contents |
Base Units
This system should never effect base units.
Replenishment
It should not replenish itself until the unit dies, and then start the timer till you get it back, or give it back right away. This will either punish those who abuse spam, or lose a lot of units. Also it will help stop spam but not punish by forcing people to wait for their units back.
Emergency Replenishment
Heavy tanks such as the Tiger II replenish themselves once every eight battles, unless you lose one. At that point the replenishment is set the three and the tank will replenish in three battles.
Option 1: Time Frame
Say you had a limit of 12 M8 Greyhounds with a recharge of three every games or 24 hour cycle (if you have a life). The system would look at your "total number", it would assign a "replacement number" amount back into your company replacement pool.
Option 2: Games played
Say you had a limit of 12 M8's with a recharge rate of one per game played. When you play with three in a company, finish a game, and it reports OMG will do several things. It will adjust your "total owned" with your losses from the fight, check the "replacement number" of the units not equaling "max number", and add those replacement units back in. To seriously to run out of M8's you must lose all 3 m8s for a total of 6 games straight before you could hit completely run out. Please note that you would still benefit from the recharge rate no matter how many M8's are in the pool.
| Number Types | Game One | Game Two | Game Three | Game Four | Game Five | Game Six |
|---|---|---|---|---|---|---|
| Total Number | 12 | 10 | 8 | 6 | 4 | 2 |
| Losses Pet Battle | 3 | 3 | 3 | 3 | 3 | 2 |
| Max Left | 9 | 7 | 5 | 3 | 1 | 0 |
| Replacement Number | 1 | 1 | 1 | 1 | 1 | 1 |
Heavier items(Tiger II) could take multiple games to get back, you have three available to you, but they take three games to refresh. Meaning if you lost one each game you would have one back for your fourth game, but your fifth and sixth you wouldn't have one if you weren't careful.
A per game availability refresher is an awesome idea, it allows us to hard code types of units that are able yet undesired to be spammed. However, at the same time also gives people to care even that much more about keeping units alive. With mortars, machine guns and anti tank guns running away to keep veterancy, would play into this concept really well, and cause people to keep their units alive.
It is easy to code than dynamic pricing as well.
Other Examples
Lets use Sherman tanks as an example. What we will do is add up the total number of Sherman purchased in all of OMG, divide that by the number of players we have in OMG subtract 1 and that should be the resupply rate.
Example:
- 320 total Shermans bought.
- 150 players (Allies)
- 320/150 = 2
- 2-1 = 1 (recharge rate after each battle)
Example:
- 639 total Shermans bought.
- 210 players (Allies)
- 639/210 = 3
- 3-1 = 2 (recharge rate)
You'd also get a freebie at midnight.


