Vic wrote:
Many of the current players admitt that MA should be accepted as it is now, and any untested changes may seriously damage the game's balance.
I'm one of those players

. If you look at some of my old posts, you'll see that. I think it is because of what MA is, it is a game that has broken the molds of Turn Based Strategies and Real Time Strategies in many ways, and it takes some time to get used to. But somehow they did something right. There is just something about Massive Assault that clicks in the minds of just about all people that play it, and its hard to put a finger on why. The more I talked about some of the features that I thought were lacking because they were in so many other games, the more I realized it was those very design decisions that made this my favorite strategy game of all time.
The whole idea of randomness has been taken out from the tactical portion of the game, unit to unit combat. Somehow it drives you to whole new levels of strategy. When you look at a layout on your turn, you know exactly what each of your enemy units can do, and because of that you can focus on the deeper, and more fun levels of strategy that really get your mind going.
Of course there can be improvement to this game. Keep looking for ways it could be better, but just remember that most of the time you'll prolly come around and thank the developers for certain aspects of the game when you reallize how intelligent they are

. Thats another neat thing, the Developers do listen to the players, and have agreed to many of the improvements, so keep sharing your concerns.