Everybody storms provinces, takes them, and finishes countries off. But, many could have lots of random buildings that you are never planning on using. There should be a feature that sort of "refunds" the amount, maybe 50%, that works like building something, but backwards, until they are gone. It would obviously begin at the current state of the buildings, and not refund the full "complete" building price. Then, you can use the salvaged resources to put towards another project. What are your thoughts?
Suggestion: Building Demolition
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Also it is historically accurate to destroy buildings.
- Stalin tore down factories ahead of the German advance and rebuilt them deep into Soviet territory.
- Armies throughout history have destroyed anything useful prior to abandoning a location to an opposing army.
"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda - Stalin tore down factories ahead of the German advance and rebuilt them deep into Soviet territory.
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Peter Mat wrote:
Stalin tore down factories ahead of the German advance and rebuilt them deep into Soviet territory.
The post was edited 1 time, last by MontanaBB ().
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It would make a lot of sense to take down buildings far from you and put them where they are useful.
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In addition to the option to demolish buildings, I would lie to see 2 options.
1: recycle the building. This could take 12 hrs to reduce a level and you get some resources back. Not much, but some.
2: Bomb the building. This would be instantly, but uses rare materials and goods and manpower and money. -
RadRoofer wrote:
2: Bomb the building. This would be instantly, but uses rare materials and goods and manpower and money.
aren't like 10 guys enough to plant bombs all over the factory?This player may have been reactivated in October 27th 2017 -
25 manpower to destroy a building ain't bad. It isn't needed either, but just a thought.
Making a missile takes manpower....why shouldn't making and planting a bomb. -
My thought is every so often some one makes a mistake and gets blown up, or blows up his buddy."A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda -
Peter Mat wrote:
or blows up his buddy.
This player may have been reactivated in October 27th 2017 -
The motivations I see here are
1) Destroy stuff in front of an advancing army.
2) Move a facility closer to where it might be used.
These are competing requirements.
In the first, we don't really care about getting anything of value out of the structure, we just want to deny its use to the enemy. We might note that there already seems to be some of this built into what happens when we take a province. I have had an AC roll into an unoccupied and undefended province just to watch a perfectly good airfield vanish. Obviously, something is happening. We might agree that this "denial of use" is already implicit in the game.
In the second, the motivation and game mechanic is worth looking at. Unwanted buildings clutter up the landscape and in some cases have explicit costs (barracks and naval bases use resources unless turned "off"). It is less obvious if that unused factory is costing us. Does it generate civilian population that is eating food and otherwise chewing up resources? If so, getting rid of it makes sense. Can we extract value by relocating it? That will take time and money. There may not be enough return on value to make it worth while.
There is room for some thoughtful programming here on removal of buildings.
IMHO, the first motivation is implicit in the current game. The second motivation needs some careful thought about how it fits into the GUI and also how it fits into the mechanic. All of this will take programming time. -
A huge NO
These fast grabbers behind the frontline already too op , they should get a nerf not a boost.
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