- Final Forge
Post questions and concerns if any.
Moderator: Cartographers

On behalf of everyone here using crappy computers, I hope not. It looks great the way it is, no need to gussy it up.yeti_c wrote:PS - is the animated Radar coming back for the final version?
Thanks. And I agree with having no animation. The map does not need it. It will only lower graphic quality and annoy players.Incandenza wrote:On behalf of everyone here using crappy computers, I hope not. It looks great the way it is, no need to gussy it up.yeti_c wrote:PS - is the animated Radar coming back for the final version?
Oh, and congrats WM n' mibi. You guys are like the Voltron of the foundry.





The bunkers are designed to "build up" to protect from a missile launch. It is less appealing for the attacker to waste 25 armies trying to kill the bunker with 12 than it is to kill the president or other vital areas. Then the bunker becomes more of an army depot and can slowly move it troops out while maintaining it own protection.Incandenza wrote:On a different subject, I wonder if anyone's going to go to the effort of attacking the bunkers. A +2 autodeploy ain't bad, I guess, but you won't be able to build up an army then fort it to missile launch, and in a chained or adjacent forts game, the bunkers will be somewhat less than useful.

OK. I see your point and it makes sense. I don't like it but I can't se another way around it.edbeard wrote:actually I think the missile HAS to be able to attack the other missile.
Let's say I ONLY own the head of state, launch codes and the missile. I bombard my opponent so he only has the missile. But, now I have to take over his missile. I'm not able to do it this turn because I need to get to my spy or however you set it up.
Now, my opponent uses his turn and has X armies on a missile territory. He takes over the missile launch territory and bombards my codes and head of state. Now we both only hold missile territories.
I believe this will play out no matter how you do it unless the missiles can attack each other.

The issue comes in when after a NUKE, the only territories left occupied are missiles. Players are stuck.MrBenn wrote:How about if the spies can bombard either missile, and couldn't be bombarded by them... this would add to the "whose side are the spies really on?" element of the game.
I haven't thought through the impact this might have on gameplay, but am puttng the suggestion out there
