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MOAB in testing

Posted: Tue May 02, 2017 1:10 pm
by Every Single Soldier
https://youtu.be/LU4MHA6FwYs

The mechanic will be dropping the MOAB will cost plenty PP (4000+) , will reduce the HM score of all villages by -1 or -2 , and as a benefit will suppress any enemy cave in the blast zone for a number of turns (8+), thereby forcing the enemy to start missions further away from the targets as well as preventing any additional enemy spawning at that cave, i.e. reducing overall number of enemy spawns for the duration.

Thoughts ?

Re: MOAB in testing

Posted: Tue May 02, 2017 1:14 pm
by zakblood
sounds like the mother of all bombs and ideas commander :twisted:

Re: MOAB in testing

Posted: Tue May 02, 2017 1:49 pm
by Every Single Soldier
Hey General, good to see you still kickin .... :D

Re: MOAB in testing

Posted: Tue May 02, 2017 2:05 pm
by zakblood
yes still alive, but holiday time now, so awol more than here atm :roll: :shock: :lol:

Re: MOAB in testing

Posted: Tue May 02, 2017 4:20 pm
by CCIPsubsim
I think it's great! We'll have to see what it does in balance terms soon, but it sounds like your solution is in no way a game breaker!

And as much as I hate to reduce it to that - honestly, is the kind of feature that WILL get press and probably nab a few extra sales. For that alone I think it's worth putting in :mrgreen:

Re: MOAB in testing

Posted: Tue May 02, 2017 7:45 pm
by darthun
enemy caves ? is that new as well ?

Re: MOAB in testing

Posted: Tue May 02, 2017 8:09 pm
by Every Single Soldier
Currently Militia (and sometimes Taliban) missions are initiated from caves , you don't actually see them (until the end screen), but you can triangulate using the intel SO