Massive Assault Official Forum
   
It is currently Wed Dec 19, 2018 6:36 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Bunker idea
PostPosted: Thu Mar 12, 2009 4:47 pm 
Offline
Tough Nut

Joined: Sat Feb 28, 2009 7:39 pm
Posts: 23
Karma: 0
Just like the perfect n00b i bought 2 bunkers in a narrow corridor surrounded by impassable mountains.

My opponent realized i basically trapped myself inside my nation and so he moved nonchalantly to another neutral country and i could do nothing to stop him.

What to do in these cases? Can't these bunkers be scrapped up or salvaged or just plainly removed? I think not...i asked around and i was told i basically got self-screwed and there was no solution.

How about something like that in a future patch? :D


Top
 Profile  
 
 Post subject:
PostPosted: Thu Mar 12, 2009 6:14 pm 
Offline
Sea Wolf
User avatar

Joined: Mon Dec 12, 2005 6:45 am
Posts: 282
Karma: 0
I don't want this to be changed frankly..
This is one of the things you have to consider when placing it..

If it can be removed the gameplay will change imho..

You can fly over it with copters ofcourse..

_________________
Never underestimate the power of stupid people in large groups!


Top
 Profile  
 
 Post subject:
PostPosted: Sun Mar 15, 2009 8:32 pm 
Offline
Tough Nut

Joined: Sat Feb 28, 2009 7:39 pm
Posts: 23
Karma: 0
I know but unfortunately there seems to be no copters in that unit set...my bad should have thought better.

Still it does make sense to be able to scrap units. You'd still be getting their halved price next turn so much longer strategy to make use of the money.

Perhaps only with expensive units...such as convert a full power (3 hp) rocket launcher for 2 credits when its original price is 4 credits...things like that.

Just an idea. How could u scrap a bunker, which costs 1...for example with 1 remaining hp...get back 0.25 credits halved meaning 0.125? No way :)


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 20, 2009 1:30 am 
Offline
Sea Wolf

Joined: Sat Feb 26, 2005 12:17 am
Posts: 620
Karma: 4
You will learn the "tricks".
Extended units , NO chess-clock, 14 days, and infinity are "rules" I've made for myself. However I am playing the new blitz tournament which has the new "freeze-time-thaw" which keeps opponent from hogging all the chesstime. So that is nice.
Also, the LEFT CTRL and SHIFT keys are handy but do not replace "Eyeballin'" the hexes.
Any time I place a bunker, I usually leave at least one hex unbunkered, depending. Actually, for a good effort I have to stare at everything I do for several seconds, minutes, or hours, considering possibilities. Often redoing the whole turn is the best choice for polishing up decisions and winning.


Last edited by Rextrent on Sat Mar 21, 2009 7:58 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sat Mar 21, 2009 3:11 pm 
Offline
Sea Wolf
User avatar

Joined: Fri Jan 21, 2005 4:14 pm
Posts: 424
Karma: 10

Location: Michigan
the bunker removal was kind of beaten to death a year or 2 ago and it was pretty much the feeling that it is just part of the learning curve of this game.
Also, as far as your idea of getting a credit for removing them--the general thought was that if removal was allowed this should COST you revenue not gain:wink:

_________________
Archers! But sir, will we not hit our own men? Yes, but we'll hit theirs too, and we have reserves!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Karma functions powered by Karma MOD © 2007, 2009 m157y