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 Post subject: Headquarters Buffs
PostPosted: Tue Feb 01, 2011 8:50 am 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
Name: Recon Specialization
Cost: 110g
Text: When building Recon units from your Headquarters they have +1 vision.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Light Tank Specialization
Cost: 110g
Text: When building Light Tank units from your Headquarters they have +50% movement.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Heavy Tank Specialization
Cost: 110g
Text: When building Heavy Tank units from your Headquarters they have +25% firepower.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Anti-Aircraft Specialization
Cost: 110g
Text: When building AA units from your Headquarters they have credit for 1 kill.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Artillery Specialization
Cost: 110g
Text: When building Artillery units from your Headquarters they have +1 range.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Fighter Specialization
Cost: 110g
Text: When building Fighter units from your Headquarters they have +15% armor.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Heli Specialization
Cost: 110g
Text: When building Heli units from your Headquarters they can see hidden units.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Infantry Specialization
Cost: 110g
Text: When building Infantry units from your Headquarters they have +1 movement.
[This puts a buff on HQ, only one specialization allowed at a time]


Last edited by Rothmorthau on Tue Feb 01, 2011 9:39 am, edited 1 time in total.

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 Post subject: Re: Headquarters Buffs
PostPosted: Tue Feb 01, 2011 9:08 am 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
love it! Just have to make sure some buffs aren't OP. But 110g is expensive on most maps.

Also, these units' DEFAULTS will be the +1 range or whatever or will they be auto-buffed on creation? We don't want a 7-range arty or 7-vision 25g recon

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 Post subject: Re: Headquarters Buffs
PostPosted: Tue Feb 01, 2011 9:11 am 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
The intent was that they came with a buff, so you cannot buff them more.


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 Post subject: Re: Headquarters Buffs
PostPosted: Tue Feb 01, 2011 9:23 am 
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good :)

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 Post subject: Re: Headquarters Buffs
PostPosted: Fri Feb 04, 2011 8:05 am 

Joined: Mon Nov 29, 2010 12:57 pm
Posts: 64
as long as this only applies to regular build troops from the headquarters, not to those build from cards, or that this specilization is available to play from turn 5 or so


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 Post subject: Re: Headquarters Buffs
PostPosted: Fri Feb 04, 2011 10:18 am 
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Location: Louisiana, U.S.
1. Yes i agree, it should be normally-made units only, NOT enlists or anything else, but i believe that's what he intended
2. So what if it's used first-turn? 110g is a lot of money on a map that starts with 450 (most are about that, i believe) so them having 1 or 2 fewer units could make up for the buffs. And if not, the price could be raised. I would like to see these cards int he expansion

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 Post subject: Re: Headquarters Buffs
PostPosted: Fri Feb 04, 2011 4:37 pm 
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Joined: Thu May 06, 2010 8:10 am
Posts: 213
I think its way too expensive. I would rather use normal buffs since the games are too short for these specializations.


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 Post subject: Re: Headquarters Buffs
PostPosted: Sat Feb 05, 2011 2:13 am 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
As far as gold price I'm sure it could be balanced. Maybe 90g? I think there is a price point where it would be viable.

Edit: Also as more cards are added to the game there need to be more cards that give infantry +movement or else they will be so diluted in sealed that you'll never get them. These are definitely not the only solution to that but at least its a unique way to solve that.


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