Many people have said 5 buildings is too many to get 1 point for the Scout Sabotage. How many do you think?
2. my logic is that if a scout can sabotage a whole base, he deserves to get the 5 skillpoints or so. ---------------------------------- should scouts be able to sabotage turrets? it would just stop them working, and they would spin around or something (not smoke). doing so would require the hide skill, as well as the patience and time to crawl up to the turret (so it wouldn't see you)
I think turret sabotage shouldn't totally disable them. Maybe for a set amount of time, or maybe it limits their range and power. I voted for 3, because it seems like a nice balance.
Turret sabotage was actually removed because nothing was found for them, before it just tagged them with purple smoke.
2 (like I suggested before).That equates to 100 points of sabotage per point compared to 100 points of repair per point.
Seeing it may take some skill to get to a live turret, sabotaging could just permanently asplode it? You know, it's a pretty flimsy defense battery, I don't think getting to the wiring is that difficult.
I just played a great game and sabotaged a total of 19 buildings. 5 buildings per point - 3 skill points 4 buildings per point - 4 skill points 3 buildings per point - 6 skill points 2 buildings per point - 9 skill points my vote goes to 3 buildings per skill point.