I certainly hope someone makes a mod for SC which re-creates the Spring conditions, because while I liked some of the ideas in Spring I could never get into it because I always felt incredibly clumsy with the interface. (That, and I'm sorry, but the Spring graphics looked bad. Yeah, they were 3D and OMGSHINY, but they simply didn't look anywhere near as tight as TA. Yeah, it was an indie project, but that doesn't change anything.)
Now, what I think they should do is just make it so when you start the game you automatically have a mid-tier economy going. I dislike the disingenuous irrelevence of the lower-level tiers in Supreme Commander. They're just obviously worthless compared to the Tier 3 units. It feels like playing Rome:Total War and having them start you off too poor to draft peltasts. If they sliced an hour of basebuilding off the front of every game session, you'd have some much more inspired gameplay, with really no loss.
I have to disagree. I have played games where, because of the constant skirmishing going on early-game, it takes longer to tech up because you're pouring so many of your resources into fighting off the other guy. The ice map that they released for the beta is actually a pretty decently designed map.
I think the issue may be that it is simply too easy to get too many resources in many of the maps. Resource-poorer maps would encourage a lot more T1 action, and make T2 and T3 much more significant jumps.
I do, however, think that an additional "start with mid-game economy"
option would be pretty cool. (TA was always about
options and that's how it should be.)
In TA:spring, the modern remake, the new metal system makes it very profitable to control area, and it's much more fair in my opinion. Sadly, Supreme Commander goes back to the old 'metal points' system, where you need to control these discrete points across the map.
I'm not exactly sure it's "going back" as Spring was a completely homegrown product and completely unaffiliated with anyone who worked on Supreme Commander.
I really don't see a big difference between points and patches - you can achieve the same effect by spreading out the metal points, while at the same time retaining the ability as a mapper to make certain areas richer or poorer.
The worst part always was that the enemy knows where they are too so he can just set his gunships on a patrol path along them and wipe out your entire border's metal extraction efforts with minimal problem.
I don't think that argument holds a lot of water given how dirt-cheap and effective the air scouts are. Even without the predetermined metal patches, a few scouts would
instantly reveal where the enemy's metal extractors are and from there it's trivially easy to send in the gunships to exactly where they need to go. If you can't handle a few gunships coming in, you either need more interceptors/AA (and probably radar) or you've simply expanded beyond your ability to defend and control.
"Conquest is easy; control is not."
And if they are paired with 4 metal storage units next to them, they produce much more. This makes the safe and fully upgraded extractors in your base produce much more than the ones on your borders (which are constantly being replaced) and further diminishes your impetus to expand.
Those metal storage structures cost a fair chunk of resources. Doing that for a couple of extractors makes sense because you want to be able to store a healthy reserve, but doing that for all extractors would be a chunk of resources that I think would be more profitably allocated to either directly upgrading the extractors or investing in more energy production or even more combat units.
However, they're so easily whacked by raiding forces that it takes way too much effort to maintain them. I think harvesters are LESS frustrating, since then I can at least build defensive structures around my one resource patch without needing to armor an entire side of the map.
This sort of thing seriously slows the game down; you're effectively killing the feasibility of light, quick raiding forces and forcing every confrontation into a heavy-armor showdown. Light raiding is already very effectively hampered by the tech-1 defense structures.