ORIGINAL: KetzaI think the AP system has a lot of potential to make the game better.ORIGINAL: Flaviusx
I dislike anything that mixes forts and APs. I think this game relies too much as it is on APs to solve everything, and this just leads to a lot of accounting trickery with APs.
There's got to be a better way than that.
I look at APs as a sort of national "logistics pool". You could potentially give the players a lot of flexibility by using them for various things to make the game more interesting. You can also utilize them in a system that restricts players from overdoing things that work too well. This is done with HQ buildups and it works fine in its latest variation in my opinion. To me fort construction after level 2 should fall into this category. I think its much more realistic and will make the game more interesting if both sides have to decide where the forts go and how much effort will be put into them. Your not taking them away your just making players invest something into them other then a few brigades out of the line for awhile.
Rather than AP's, I would set limits to the reachable Fortification level depending on the construction value of the units in the hex. SU's would only speed up the process, but not count towards this limit. Same thing for keeping the forts: you need some minimum level of construction points in the hex to avoid it to decay.
My guess is that someone has already thought of something like this.










