Edit for poll: I forgot to add annihilaser/halleys to the list, as for the question poll. Put them under uber cannon. I dont' really consider them a "defense". Hi all, I've been thinking lots and I wanted to reign in 2 ideas I've had. So I thought I'd take time out from my uni assignments to give myself a breather and share. I'm gonna try and keep this to my solutions and ideas only to avoid extra commentary. The problems should be obvious, since I'm basing my solutions off what I found in forums. So my first solution is more like my personal very strong wish and a playtest experiment is to re-introduce energy consumption back in to (almost) everything. At the very least, into static defense (including orbital anchors), uber cannon, and maybe mobile artillery. In so far as I say almost everything, I'm not sure firing regular weapons like bot or tank cannons or movement of units should be considered costing of energy. Having said that, I think proportional energy consumption to movement or gun firing could be an interesting dynamic problem for example to counter balance to swarming dox'ies early game vs smaller counts of vehiculars. For example if running metal extractors cost the same as firing a dox, or firing a tank, which should be minimal but it means you have to choose how aggressive you are. Some thoughts to throw around? Secondly is the complaint of balance / fun that got overheated in another 'conversation'. Someone pointed out though everyone opening the same way with the same units then it doesn't feel fun even if it is 'balanced'. If Uber/modders can implement something to balance it out so that vehicles do have early game viability. I think it'll introduce more dynamic and varied games. For example vehicle fabbers building noticeably faster than bots. I'm not really sure how this could be properly implemented, but I am sure that I don't like the idea effective early game could be restricted to a single choice of factories/ build order with no deviation. At the very least, I'd like Uber to consider increasing everything's mass cost by 50%, everything's hp by 100% or 75% (except maybe suicide bots, or maybe include them) And increase the 'distance' of advanced units (tech 2)/constructions. I feel like the technology/resource cost difference between nukes/orbital lasers/ catalysts/halleys are a bit too close in some cases. Like I could just rush for halleys and skip nukes. That's probably not 100% accurate, as I originally said I've been busy with uni to playtest my ideas to 100% perfect account of the game state. But I wanna throw them out there and have people talk about my various ideas. Hopefully this sparks interesting ideas on various possibilities on balancing vehicles/bots and tech expense.