This server mod makes every unit consume 0.1 metal per second. In doing so, it: Encourages expansion, armies get hungrier the bigger they get Encourages uptake of T2, for efficiency Encourages more thought to go into unit composition Doesn't impact the early game to a large degree, although it may alter some decision making Acts as a rate limiter in the later stage of the game, which is a lag deterrent. Especially in large games The only units with no maintenance cost are commanders and mines. Walls do have a maintenance cost.
Might I suggest that you call this one something like "Unit Maintenance Cost". Just "Maintenance" implies something completely different when you read it. Just a suggestion.
heh yeah, I thought it was something ridiculous like all units and structures slowly losing health all the time This idea is actually great though, I would even go as far as wanting it to be in the stock game
Cool, I like it that the mod encourages player to throw units into battle immediatly, so that they pay off. I don't know if the same maintenance cost is a good thing though, it makes lower cost units very unwanted.
@ViolentMind Renamed to Maintenance Costs. Still short and sweet enough, which is what I was going for. @zx0 For technical reasons it's easier for everything to have the same maintenance cost (ie I just alter the 7 base unit types that all others inherit from, instead of every unit, which also means it plays nice with most other server mods). I think it's a neat feature to do it this way rather than based on metal cost or something, precisely to make lower cost units unwanted late game. Early game it doesn't have as much impact, obviously it needs testing but I believe dox spam early game is still as valid as it is in vanilla. @Tripod27 A mode which soft-counters slo-mo without affecting early game is what I was going for, how well it works will require testing: https://forums.uberent.com/threads/better-performance-mod.67839/