Bunker hardness, down times, troops required, auto ack effectiveness, ect, ect all work together to create the recipe for how the flow of taking and losing real estate goes. Obviously the "bunker" seems more like a canvas tent on the hardness scale, but changing one part of the dynamic may shift the whole recipe on way or the other. With the new version coming out, I doubt much tweaking will be done on the current object hardness.
But, the point is well taken that the goal should be to get the whole recipe working at a good balance while the individual targets have a believable and reasonable hardness level.
I expect that there will be much tweaking to find that balance when the new version goes full release and maps get played with higher numbers.
That said, Doright rocks so +1
