Helloes, just throwing out an idea... T2 units are outright most cost effective in all areas than t1, and T2 eco gives you more economy to get more units, making it an exponential boost to the point we simply see the first player successfully securing T2 winning. This ends up being similar to starcraft mirror match timings that ends up making it a first one to make a mistake snowballs into a loss. What if instead of having both the stronger military and stronger economy in the same place we have them separated. Somehow putting T2 eco in orbital would help put the player strength increase back more linearly than so expoential. Can have more eco with T1 units or less eco with T2 units. With orbital giving access to other planets mexes it might end up being too strong. But the philosophy of deciding which side to pursue first might add more depth to the current T2 timing strategy.
Or... and I know this is a crazy idea, but... What if we stopped T2 being a direct power upgrade over T1 at all?!
That's what the community keeps asking for, but Uber seems to continue to move in the opposite direction. I want PA to be about unit movement, not when to upgrade to T2.
Well, more accurately it's what some of the community have been asking for, rather than as a gestalt whole. However the people who propose the idea generally seem to have some sound reasoning for suggesting it, ranging from adamant adherents to TA's 16 year-old heritage, to those that think that since SupCom is still a game that is able to be played without the use of tunneling software just to get a match working, a flatter-balanced tier system would actually be a refreshing change.
Well just throwing in that idea that seems compatible with the devs point of view as it does seem the devs want t2 to be a direct power upgrade... afterall T2 units are pretty much T1 units with more hp/dmg/cost, besides shellers, snipers and gunships most things are almost exactly the same. Adding diversity and options as the role of t2 seems like a big investment and large departure from what they been doing. Something more kin to sc2 or minor experimentals of supcom2, where the advanced units need to be supported by the basic units youve been making from the start because alone they just die. I dont know the devs take on this rather than just make straight tier upgrades by having the similar units just better like supcom. Too much focus on army movement is just gonna be micro really... whoever can control the most armies at the same time wins, and while I dont mind I think a lot would. Its like unit micro but across the whole system and having to use a ton of camera shortcuts and control groups, similar to sc1.
What if the only benefit T2 power had compared to cost was space taken up by the structure? IE if a T1 Pgen produced 500 energy, and cost 500 metal, and a T2 Pgen produced 5000 energy but cost 5000 metal, they would be considered even, right? But T2 power is still better in this situation! How? It takes 10 T1 pgens to equal the production and cost of a T2 pgen, but the space occupied by the T2 pgen is only the same as 4 T1 pgens! In the same space T2 is better, but production/cost is equal for both.
Yes, I suggested that in another thread, along side it costing the same as T1 mex, but it could be placed on top of the T1 mex, to double-up your income.
I like the ideas, but perhaps prices need to be altered then. Because I like big armies, therefore you need te be able to build a lot of them and thus need a lot of metal. 14 metal per mex just isn't enough considering the current prices. The energy idea might be alright, but maybe a sleight price advantage towards T2, the same with the build efficiency of t2 fabbers (less energy/metal) Balancing t2 needs to happen, but there should be a reason to go t2 also. Just don't overcompensate if you understand what I'm saying. What's the point of even having t2 if it doesn't offer any advantages?
I would really like to see an option to toggle T2. I really loved what the game looked like in the trailer, with only T1 and them charging in small armies against other small armies.
There are dozens of T2 ideas that do not center around "like T1, but bigger". Let the modding community deal with those childish ideas. A skilled dev should be working on more interesting ways to play, rather than fussing over how big their T2 tanks should be.