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  1. Have I just missed everything? I've played Seamist a lot, and it almost always results in a Soviet victory. The one time it didn't was when forg decided to prove how dangerous spies are. No idea how he does it.
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  2. For oil derricks it takes 26 to capture a neutral and 52 to capture an owned one. If it appears to be taking less than that, it's just client/server desync (i.e. you've actually used more charges than that, but it doesn't show, and the extra charges you appear to have saved don't work because AOE damage is server-side). So at the very most, you can capture 3 neutral derricks, capture 1 neutral and 1 owned, or capture 1 owned and turn another owned neutral, with the remaining 22 charges being leeway to make it less likely that you'll end up using too many charges to capture those specific amounts of derricks.
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  4. https://secure.w3dhub.com/forum/index.php?showtopic=415613&p=621209 On top of that a bunch of Allied defenses are already being removed in the next build, but the remaining ones will be moved closer together so they cover each other better.
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  5. Don't be alarmed by the seeming appearance of symmetrical map design, there is in fact a lot of asymmetrical balance in place, for example the Soviet side of the castle has an extra way of getting onto the castle walls. Ultimately however, balance is something play testing has to point out. I have largely overhauled the level terrain (and I do mean that, big reworks have gone into the terrain in order to make it easier to adjust when needed later down the line, plus it looks better). I can even still make another infantry route to the opposing base via the river area on the opposite side of the castle, as a last resort (currently that area is "reserved" for air to air combat). Quite a few hours have already gone into Siege. I'm still on schedule for an internal QA release this weekend.
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  6. I honestly can't wait to see it fully textured
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