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View Full Version : Modules: an endangered species


Veteran
2003-11-14, 02:15 AM
I played for a few hours earlier and I was looking forward to seeing the module benefits propagate through the lattice, but to my dismay I noticed that not a single TR base on the map had a module. Not even one.

Modules are too fragile and it's too easy to steal them or for a friendly to destroy them. This must change.

I went into the caverns to get a module, but the TR controlled module building wouldn't cough up a module box. I was the only guy in the caverns and I couldn't get a module.

If it's going to be so easy to destroy/steal modules, it should be easy for lone soldiers to get one from the caverns, because believe me, whole squads of people willing/able to go down there are uncommon.

How about ditching the whole stealability crap and making a module permanent in a facility until it decays, which could be 8 hours or so. Stealing modules isn't turning into the intriguing thing they had hoped for, mainly because disgruntled CC-haters love to dump modules in the drink to 'prove' their feelings about the expansion.

Judging from the devs' willingness to accept community input on the matter, I expect the situation will improve over time. Somewhere out there, someone has that ingenious idea that will make modules really cool. Spit em out!

Rayder
2003-11-14, 02:34 AM
I just took a pain module from Byblos to I forget which base on Esamir, but I did it alone.