Zock wrote:That was the original implementation of engy mod too, but too many people did not like it. Maybe now where people understand and like the concept more, it's possible to give it another go, but everyone is used to the hq system now and the tech buildings are more clear and Intuitive in in my opinion but don't provide any great advantage otherwise.
HQs are just a tech building with an built in factory after all.
I can do a poll at some point if there is more support for tech buildings now than before, since people could see that a tech uilding does not mean it's gonna be like supcom 2
Ah k. I guess the difference to me is, that a Tech Building can be expensive and fragile, and have a unique appearance.
Whereas a Factory HQ intuitively needs to be as tough or tougher than a slave factory, since it's like a more expensive "super factory."
But if everyone is used to the current system, I don't see a huge need to change it.
More important to me, is the relationship between tech tiers and unit roles etc.
If I had those billions of dollars, I'd flatten the entire balance between the techs, to make things less exponential.
T1 = Light raiding, early attack.
T2 = Main combat. The majority of the game stays in this phase.
T3 = Specialised units. These aren't necessarily stronger than T2, they just have something unique.
T4 = Game enders.
For example, for air, each tier has equivalent HP and costs, but unique roles:
T1 Interceptor = Intercepts. Fast, good firepower against slow targets due to short range high DPS cannon.
T2 F/B = Jack of all trades.
T2 Swiftwinds = Dunno, give them a special power or something. Or just make them into a F/B.
T3 ASF = Supremacy, Area Denial. Slow, but has long range homing missiles that can kill other air safely. Weak against ground AA.