Hello everyone So i heard PA is very much about macro gameplay but having watched many many casts, (thx to exodus esports, zaphodx, marschall, pamatches and the many others for beeing awesome!) i came to the opinion that the roster could need some love to make for a more interesting army on army micro gameplay. And in that i do not mean it does need more units. but the units need more character to them especially when it comes down to tier 1 units. i may not be a strategical genius nor a game designer but i have played rts since dune 2 several hundet hour of ta forged alliance and not to forget a mediocore 166hours of pa and feel confident enough on the genre to suggest some changes in the existing units characteristics. if i had the time i would try to make a mod displaying said ideas but time is what i critically lack So here are my ideas for a more interesting to play and watch tier 1 army on army micro. lets just start with bots. the grenadier. if the grenadier is supposed to be an anti-bot bot. which i suppose it is? i would love to see them lobbing their projectiles a little bit faster so they actualy hit a group of dox when they are closing in on him. if it is supposed to be a "siegebot" (quite ridicoulous idea i guess) it should lob its grenades above wall not on them. (walls will be addressed later on again...). Dox. give them back some of their turn rate. i remember it beeing nerved to 75 from hundred. how about something like 85 or 90. cause imo it was really fun to watch them beeing wiggled and it realy gave the player paying attention to a fight a big advantage over someone who just issued "fire and forget" order to them. Boom! Sightrange plz. for the ultimate suicide unit experience. On to vehicles. the skitter. scout only? do we need a unit you will build 1 to 8 of the entire game just because they have speed and sightrange? i guess giving the skimmer a dps that would be decent enough to deal with at least a bot engineer would spice up early game vehicular gameplay. what would be wonderfull were, considering i just gave dox their incredible wiggling powers back, the skimmer could be a anti bot vehicle fast enough to track them down with enough sightrange to spot them in advance enough fire power to deal with them and a miniturret that is turning fast enough to counter their RoT but too less hitpoints and turnrate to deal with tanks. The inferno. I envision the inferno beeing the mobile equivalent to a wall. in the moment it feeels a little useless in its role as a siege unit for me. but what if we weight its stats differently. give it the speed of tanks so it can drive in a tankformation without slowing it down. nerf down its dps to not make it op due to speed. and higher the hitpoints a bit. this way we would be able to use infernos to cover the advance of a tank army against another tank army without beeing horribly outmicroed. this current state promotes spamming one unit type above varying imo. The Spinner. I don´t know if it is entirely possible within the range of current ui desing. but what if we gave the spinner a deploy button. deployed the spinner would fire its missles ground to ground at a much slower rate within a belt between a minimum range equal to the maxiumu range of dox and a maximum range that does equal the pelters range. this way we would have an option against early game wallofs with turrets. forcing the defender to move out his army. also it would make the spinner just a tad more viable in ground to ground combat. also it would introduce a risk vs reward mechanic to them. you would have to choose if you deploy for a slight advantage in a ground to ground combat situation but make them vulnerable to flanking maneuvers and losing part of you ground aa coverage. also i would make their speed to be somewhat between tanks and dox. so they can close up to your tank army again if undeployed but be hunt down by dox or boombots or even aa group of skitters. if all this is not possible for the spinner i would at least introduce a t1 siege unit with characteristics simmilar to the spinner in explained "deploy mode" to offer a counterplay to early game walloffs. also the speed change is neccessary to make switches from "early bot rush" to "anti air/tank" builds feel a little more smoth due to the first spinners not utterly incapable to defend a remaining bot army against a single bomber. The ant. Fine as it is. love the idea of the turrets RoT not matching up to doxes move speed and RoT, outmicro tanks with infantry!? totally legit. Buildings. Factories. Again don´t know if in any way possible and a quite radical idea for a X-annihilation game but... what if we would introduce a diminishing return in buildefficency proportional to the number of factories of the same type there are. meaning you build 3 bot factories which produce at full speed if not stalled. but from number four on you get a slight decrease in buildefficency stacking up to nearly zero efficeny at the 99nth factory.(just some numbers. i am no mathematician may need to be radically diferent to actually make it feel good) having the effect that you can not use all you economy efficently if you just spam one type of force or stay at t1 for to long. making to tech up rewarding and natural to you economy (must encourage teching, must encourage teching, must encourage teching Ohhhhhhmmmmm) seems unlogic? need a explanation how this fits into "lore"? well, the commanders "Factory handling routines" just can not handle infinite amounts of factories at full efficency even "scifi-integrated-nano" systems have their limitations...you know!? ;D Walls. So shots collide with debris but walls are targetet!? please just make it that fire collides with walls and not primary targets it. as mentioned with the grenadier love to see artillery not targetig walls first like they where some kind of malfunctional ai. also plz lower the hitpoints a bit. i can see a dox not beeing able to force down a wall. no problem with that. but a whole tank army firing on a wall for about 15 seconds ore more? why are tanks not build out of the material this tiny walls seem to be made of. its vastly superior in its damage absorbing characteristics I hope this or at least some of this seems to make t1 much more interesting to play and watch to you as it does to me. i just love to see more moments in 1on1 commentary where actual encounter micro is hyped rather than having mostly macro talk while encounters are pretty much pre determined by numbers most of the time. also i guess it would ballance the game a bit between more micro and more macro heavy players as i think my changes would make it possible to win encounters with superior micro or composition and as a result decimate a macro heavy players force to a point where harrass will be possible again without the risk of beeing steamrolled for a while. this is of course heavyly reflects my personal opinion on rts gameplay in general and you may like it or not. it may even conflict with your vision of pa. i am totaly ok with this, and just ask to show the same respect when criticising my ideas Also i want to thank everyone that even read all of the above.