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 Post subject: Re: mercenaires
PostPosted: Tue Apr 13, 2010 6:26 pm 
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Location: Louisiana, U.S.
8 turns is too long. I'd create/airlift mercenaries in the 2nd turn, and they only last 5...

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 Post subject: Re: mercenaires
PostPosted: Tue Apr 13, 2010 8:52 pm 
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Joined: Sun Mar 07, 2010 7:31 pm
Posts: 107
Xlom3000 wrote:
Seems like the past couple days, everyone wants to eliminate something from the game rather than balancing it. I hate this method of thinking as it washes out gameplay. One example was last night when someone wanted to limit camo duration and now with the removal of merc cards. Either of those things happening would turn this into a game I would not enjoy and prolly not play as much.

As for camo, I offered my advice on balancing it. It might take some work, but in the long run it's way worth it to add an element to the game than to nerf it into oblivion and make it not at all interesting anymore.


My suggestions were to do other things than remove...I was simply stating if that WAS the eventual decision, I'd be OK with it.


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 Post subject: Re: mercenaires
PostPosted: Tue Apr 13, 2010 11:37 pm 

Joined: Tue Apr 13, 2010 5:00 pm
Posts: 6
mercs are annoying


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 Post subject: Re: mercenaires
PostPosted: Tue Apr 13, 2010 11:48 pm 
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Posts: 110
I only had a merc heli to work with and it was on a map with a base about 20 hexes away

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