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2 things have happened on my turn regarding Medi Bays My engineer engulfed on flames made a said medi bay, stepped onto it, one square away and died. Medi bay was within the flames. A clone nearby on flames also took advantage of the same medi bay and died at the turn end. I don't think this new option is a game changer. Maybe if there's one already built and clear of flames...but really that's not going to happen profusely. Test it out before condemning it was all I was saying.
Clones are small fry. Engineers are the ones that will test it. The big fish. Anyway, a constructive debate has to look at the pros and cons, can't just have only "positive" comments allowed. This change is here to stay, I'm not naive, and that's fine, I'm not fully on board with it, I won't apologise for that, but I'm not completely against it either; a shade of grey let's say. I won't post anymore as we are just going back and forth and it doesn't change anything. Good luck, all the best.
I built one, yep he died on the walk...as predicted.
I am writing on behalf of my forward clone unit, he's in the middle of an exploded incendiary grenade, no medi bays are near by. The nearest engineer is too far away to help by building one. He's going to burn to death, the aggressive offensive use of the incendiary grenade is still relevant, effective and deadly.
I thought it was worth trying this new idea out, as Steve has changed it he must also feel it's worthy of a trial. Rejecting something before actually trying it out seems somewhat premature.
Well first of all I feel it is a medibay not an extinguisher, but it doesn't make much difference to me per se about that. No, the main reason I'm somewhat "negative" about it is the fact it will affect me negatively, so naturally I see it in that light. I suppose I'm looking after my own style of playing which is in quite an aggressive manner in colonisation games, on the front foot. I nearly always buy incendiary grenades in colonisation games, especially underground ones, and use them mainly in an attacking manner, nothing better than seeing your opponent's engineers on fire, and fire covering other's generators, clones generating on fire! Now it will be a slight counter against that. Of course no doubt it will benefit me at times, just I feel for me at least the cons outweigh the pros somewhat. But hey ho, not all about me! Steve has done it so we'll see.
On the subject of generators, always thought a nerve gas generator (vending machine) that on 40 resources then generates incendiary grenades could be an interesting fun addition. But not something that is necessary though of course, so just a suggestion.
Why not test this out first before being negative? Adding an option like this may prove to be a good thing. I honestly don't think there's a problem.If an unit is on fire and there's a medi bay nearby or an engineer suddenly makes one you'll know exactly where he is, so go kill him good. Mostly when my troops are on fire I run around the enemy making him catch on fire...I may still do that.
It's something I've been thinking about for more than a couple of years. The game you mentioned actually just irritated me. My engineer wasn't on fire. I should've left him but I moved him by mistake causing him to catch fire, user fat finger error. It seems strange to have a facility for healing that excludes a weapon. Maybe we should be able to buy fire resistant outfits, asbestos pants?
I know the game that caused you to raise this Pete, the colonisation 2 game, your engineer was behind the wall. My clone had a choice of picking up an A50 or an incendiary grenade as I thought the AP50 might not kill him, probably would, but not definite especially if a unit has armour. But fire would kill him. It did. It will be the grenade in future for me though as that will now have the greater probability of death.
If the use and character of incendiaries is changed dramatically I guess we'll have to rethink the idea.
Except if you don't have any fire extinguishers, any unit too far away from engineer help will burn brightly. I honestly think incendiary grenades will be just as offensive a weapon as before the change. You could try littering the landscape with medi bays for your units but the cost in resource points makes that scenario pretty daft. I predict the new idea to be useful on occasion. In fact I'm going to test it out by throwing some fire at my own units and engineers. I'm guessing a general BBQ, seriously well done and crispy result :)
It's no biggie, it will still cause damage and a lot inconvenience as you say but I use incendiary grenades mainly offensively rather than defensively and it takes a bit of that away. Does mean I won't have to buy a fire extinguisher anymore in colonisation games which I do sometimes just in case someone penetrated my defences with one.
Let's see how it works out on the battlefield.
But an engineer is usually not a front line soldier. Usually they hang back. Even when on fire they would have to walk away from the area of fire then make a medi bay while still on fire and if still alive walk on to it. Chances are they drop dead. If an engineer has been directly hit and surrounded by fire, even more difficult. Even if the engineer survives its still time consuming and the unit is effectively tied up with self preservation. Incendiary grenades are mostly a blocking weapon and I reckon will still be effective in that respect in colony games. A medi bay heals all wounds why should fire be any different?
It does give an engineer a way out though, just make a medibay move into it and you're no longer on fire. I think this will make incendiaries less of a choice in colonisation games.
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