Re: Logistics (ammo, fuel, electricity, building materials, Well logistics can be nice. And i think in some cases they have a reasonable ground to be used, like the Tac-Missiles in SupCom, Nukes, different kind of superweaons with recharge and so on. But if you would make every unit pending on ammo and fuel, as example, the idear of mass battles would quickly become more of a simulation where you attack, pause, pull back for refuel, repair and reammonition, attack again, and so on. It would create mutch more stuff to check and a extremly deep micromanagment. That a Aircraft used fuel in SupCom 1 and had to refuel from time to time. Thats okay. But a tank or a Battle-Robot? You would need at least 50% of the game to manage the supply lines, and that with different battlefields (Planets, Moons, maybe Asteroids) and for at least the half ppl out there with only 1 display i guess. I think it would breake the neck of the game as a enjoyable RTS for everyone. A mod that would offer you that or some kind of extrem hard playmode, okay. But i wouldnt use a complete logistic need to all units as a standart for the game. Btw. Building Material. If you got a Cannon that can shoot Robots to make Space to Ground Landings, you could also build a Railgun transport system that shoots rawmaterials from Moon to Planet or Moon to asteroids etc... and let it catch there by some catcher that uses magnetic fields.