You might had this kind of problem before: you built a 17-pounder near your base to defend an armour rush. Or a howizer to bomb an enemy forward base. But when you need to mass an army and push back, you found a large pop is occupied by those weapons, and you have no way to revoke them.
Grenade your own solders is ridiculous and a waste of ammo. There should be an option to allow players to abandon a battery, like the "demolish" option for OKW trucks. How about allowing players to demolish a battery to free pops, or prevent them falling into enemy hands? This makes more sense in both the game and real-world.
			[suggestion] Option to abandon a battery
									10 Sep 2015, 01:18 AM
				
	#1					
								
					
				
		
Posts: 1
									10 Sep 2015, 01:36 AM
				
	#2					
								
					
				
		
Posts: 59
That'd be cool... i was thinking after i read the thread name of the battery or emplacement being treated similar to the way that the American vehicles act with their crews
Like... After a pioneer or engineer unit build the emplacement they become the crew and have the option to abandon (or even destroy i suppose) the emplacement to repair or avoid some kind of artillery dropping on it you know?... just a little thought...
			
		Like... After a pioneer or engineer unit build the emplacement they become the crew and have the option to abandon (or even destroy i suppose) the emplacement to repair or avoid some kind of artillery dropping on it you know?... just a little thought...
									10 Sep 2015, 07:59 AM
				
	#3					
								
					
				
		
Posts: 3
What if each Faction engineers had an ability that removes their own emplacements/howitzers/bunkers over time, and in return you get back maybe a portion of the resources like 25%, since as you said they sometimes stay in a position where they are useless, not needed, or may be used by the enmey. The fact that you do it over time means that you can not just remove it while being attacked. Example would be the bofers being under attack, if your sappers try to "salvage" it, they would receive the bonus accuracy debuff and the emplacement would disabled during the process.
Not sure what you guys think, but just throwing out ideas and maybe someone can come up with something better.
			
		Not sure what you guys think, but just throwing out ideas and maybe someone can come up with something better.
									10 Sep 2015, 15:37 PM
				
	#4					
								
					
				
		
Posts: 118
Problem with being able to jump in and out would be pop cap exploiting, especially with howitzers. 
If you really want to get rid of something you have to kill it with a tank
			
		If you really want to get rid of something you have to kill it with a tank
									10 Sep 2015, 15:47 PM
				
	#5					
								
					
				
		
Posts: 1890 | Subs: 1
Problem with being able to jump in and out would be pop cap exploiting, especially with howitzers.
If you really want to get rid of something you have to kill it with a tank
Pop cap exploiting would be problematic. Would make more sense to have British Emplacements come with a "Withdraw and Refit" type ability similar to USF Mechanized Commander that demolishes structure and partially refunds you.
									10 Sep 2015, 16:00 PM
				
	#6					
								
					
				
		
 4
4			Posts: 35
It should just have a simple demolish function like the OKW truck.
As for a return of some resources when destroyed? I don't know.
or what this guy said
			
		As for a return of some resources when destroyed? I don't know.
or what this guy said
Pop cap exploiting would be problematic. Would make more sense to have British Emplacements come with a "Withdraw and Refit" type ability similar to USF Mechanized Commander that demolishes structure and partially refunds you.
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