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Good idea, but needs some work. Namely, the "surprise" events need to make more sense and be less a matter of things just spawning within spitting distance of a base, especially from behind friendly lines. It's one thing if they sneak down from behind enemy lines. Having 4 corvettes spawn essentially within missile range of the naval base isn't making it more "difficult" in a fun way, nor is having a wing of bombers show up from SE of the desert base and be on top of it before anyone who doesn't respawn there can react.
Great... The devs are aware that the new AI spawn limits aren't being followed, hopefully once that's in place it corrects.
Hey! I originally had added a R9 battery to help with the nuclear Piledrivers but though the battery might offer too much help, I will revisit it as it seems they are needed at Agrapol at least.
Potentially; there were only 2-3 of us so we couldn't afford to have anyone on permanent defence. We did manage to complete it today and had a lot of fun - we got very lucky and the first nuclear piledrivers went for Vigil Cay and the dynamo shot them down. Then we saw only conventional piledrivers until we were in a position to break medium hangars or had more presence close to the front
It's a difficult one, as it's a bit of a diceroll as to whether or not the BDF AI decides to use them or not. Blocking BDF from using nuclear piledrivers could be an option, but it did add a good tension/time pressure element, so unhelpfully I don't have a preference between that and adding an R9