Group: Members
Posts: 3
Joined: 22-March 09
Member No.: 31,514
Ok so every round I and im sure a lot of other people end up having to build oil pumps and then destroy them later on due to the 12 mile rule for the first 48 hours. This is because of units such as the F22 and Mech having ranges of 12 maximum. Now dont get me wrong I love the large range of these units but could we possibly expand the max build distance of the first two days to say 15 or 20 like it was in pro? I cant remember exactly what it is in pro, but you get the picture.
Group: Members
Posts: 247
Joined: 13-August 09
From: MidWest, USA
Member No.: 32,134
Pro is 17 if memory serves me right. Hqs are spaced 25 miles apart, the halfway point between the two is.. 12 miles. Its to keep people from building in another players "plot" before the player even gets started. 17 miles still isnt far enough, so ill continue doing the destruction routine. lol
Well you have several problems with that if you do.
1. If you expand the build distances, that allows you to build in your neighbors area, which should be a no-no during the first few days.
2. If you expand the distances between HQ's to allow more build space then you end up with maps that are just unreachable by the end of the round. So player XYZ could nuke you from 3000 miles away and because its so far you cant retal with ground pounders.
Its not an ideal solution, but its probably the best compromise.
Group: Members
Posts: 324
Joined: 24-June 08
From: Behind you with duct tape stretched out
Member No.: 26,413
I had the same thing in pro this round Just change your air ranges to 11.9DR The .1 you lose doesn't affect anything I believe the farthest you can get is 11.7 miles on diagonals so 11.9 or 11.8 is good to go I had 11.9 all last round and not a dollar or a drop of oil was taken all round GLHH
Group: Members
Posts: 3
Joined: 22-March 09
Member No.: 31,514
I tend to agree with the idea of a exclusive build zone around the hq but no limit as to how far away you can build. If you had a 10 mile exclusive zone around your base like there already is and no distance limit i dont see how this creates a problem. I mean a lot of players just wait the two days and build in other poeples areas anyways. Why not just keep the exclusive hq zone and do away with the 12 mile rule?
Group: Moderators
Posts: 1,341
Joined: 26-March 07
From: Atlanta, GA USA
Member No.: 485
I don't see an issue in pro, the 17 miles is plenty to accommodate most build designs. In merged it is very limiting. Given the exclusive build zone the 12 mile rule in merged is unnecessary and restrictive.
Group: Members
Posts: 247
Joined: 13-August 09
From: MidWest, USA
Member No.: 32,134
get 2 level 5 jet lines going in the first day, then sit on the cash the second, get your hp in and some chins, but mostly save the cash, some light D. Then after the 48 hour start cf you ought to have upwards of 70M. Destroy the starting 2 jet lines. Build 4 jet lines, 8 rigs, you ought to have 4 dcs/tanks in and upgraded to level 2-3 by now. Then upgrade the 4 new lines to level 5 before the evening, 6 if you manage to steal enough through the afternoon...
You dont lose much money through the process. (or fall behind the crowd that much)