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 Post subject: Walled Outpost
 Post Posted: Fri Dec 19, 2008 7:10 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Two domain maybe?

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 Post subject: Re: Walled Outpost
 Post Posted: Sat Dec 20, 2008 9:29 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
This building does have a lot of HP... perhaps consider giving it 5hp and armor 1?


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 Post subject: Re: Walled Outpost
 Post Posted: Sat Dec 20, 2008 1:57 pm 
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Joined: Fri Nov 21, 2008 10:05 am
Posts: 55
Location: Ukraine
2d requirement gonna render it useless. There're magnetite beacon, storm factory and hadarcks fort, all are much more effective for roughly same cost.
Though i'd like 5hp 1 armor change, it really ain't nerf. This way it gonna be invulnerable to lowcost chaff critters, and don't forget that MF got iron gates ;)


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 Post subject: Re: Walled Outpost
 Post Posted: Sat Dec 20, 2008 4:23 pm 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
Armor would make it harder to kill than having 10 hp. This is one of MFs strengths. They have the toughest meanest most varied buildings. They really could use another building that gives domain besides the basic and the Mountain only building though. Hard to justify spending six flux to play a building that probably isn't on or near a flux point.


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 Post subject: Re: Walled Outpost
 Post Posted: Sat Dec 20, 2008 9:50 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
The problem with 1 domain is that it can come out to grab a flux point super early. Unless you get there in 4 turns (which may or may not be possible depending on the map), the outpost will stay put until probably the end. At the very least, the very late game.

It just seems too easy to plunk one down and leave it alone, and I don't like that idea. I like things you have to focus on.

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