@mikeyh @cola_colin, +other good PA modders.. I want to make a recourse called CPU, This CPU resource is a form of "unit cap" that limits the amount of unit's you can build. Each player starts with X amount of CPU pre-settable prior to match in lobby, Example - "1000" CPU. - "2000" CPU - "3000" CPU - "UBER" (Unlimited/No unit cap CPU recourse) And each unit cost X amount of CPU to build, Example - T1 units and defences "1" CPU each unit, - T2 untis and defences "10" CPU each unit, - Titans "100" CPU each unit. (individual units costs could be tuned to make it balanced these are just arbitrary values) And when a unit or defensive structure is destroyed or recycled the CPU cost for that unit or defense is returned to the player. If you don't have enough CPU to build a unit you can't build it until enough CPU has been freed up from units being destroyed or recycled. I think this would greatly change the way people play the game and promote a lot more strategy in the game-play used. I think it would also help stop server crashes and overloads by limiting the amount of units the server has to run pathing and AI calls for.
Downside is i have no idea how to implement it into the game yet. I know i need a variable "CPU" that i can pass from the lobby to the game. Each unit will need a tag for it's "CPU_Cost". When a unit is built in the factory i need a check to see if "Unit.CPU_Cost is <= CPU", Then if that's true "CPU - Unit.CPU_Cost" and build unit. When a unit's destroyed i need to call a function that adds the units CPU Cost back to CPU "CPU + Unit.CPU_Cost".
this probably can't be done with js only it would require engine implementation unless there's some secret engine api calls