Massive Assault
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Bunker idea
http://www.massiveassaultnetwork.com/forum/viewtopic.php?f=37&t=24867
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Author:  GShock74 [ Thu Mar 12, 2009 4:47 pm ]
Post subject:  Bunker idea

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

Author:  Bokkie [ Thu Mar 12, 2009 6:14 pm ]
Post subject: 

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..

Author:  GShock74 [ Sun Mar 15, 2009 8:32 pm ]
Post subject: 

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 :)

Author:  Rextrent [ Fri Mar 20, 2009 1:30 am ]
Post subject: 

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.

Author:  storm440 [ Sat Mar 21, 2009 3:11 pm ]
Post subject: 

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:

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