[EDIT] Watch the GitHub for current releases of PhaseShift:
https://github.com/iICrowIi/OP2PhaseShift/After playing the Plymouth, then Eden campaigns so much in the past year, I had some thoughts about what could be done within the game's engine to push out some more dynamic gameplay. In my ideal scenario, the game will go through more different phases in the strategy, in terms of both military and base construction. So, I spent some time yesterday and today trying to get those ideas as fleshed out as possible.
Most of the changes - including all of the military ones - can be done exclusively via changes to the tech tree file. To that end, I have attached to this post my first attempt at making this work. There are probably some balance issues that would have to be dealt with. I also was limited from doing a couple small things I'd have liked to do (such as increasing the pre-upgraded Panther HP and changing the blast radius of some weapons via upgrades) due to technical limitations of the tech tree parser. If anyone knows how to squeeze more out of it, let me know.
Below is a summary of the changes, and a description of what I think the net result of these changes would be for a scenario (whether single or multi player) where Eden and Plymouth square off against each other. The first two changes are major game rules changes that, as far as I know, can't be implemented via the tech tree alone.
-------
Game rules changes that can't be done via tech tree alone:
Spent mines fall down to nearly zero output, requiring expansion to new, presumably harder to defend mining beacons as the game progresses.
Morale has a maximum permitted level based on how many morale relevant structures have been researched:
- Base maximum: 45
- Nursery: +5
- University: +5
- GORF: +5
- Consumer Goods / Forum: +5
- Medical Centers: +10
- DIRT: +10
- Recreational Facilities: +15
Both Colonies:
Tokamak cost up to 1500 (was 1100), MHD cost down to 800/400 (was 1000/500).
DIRT Procedural Review now changes Worker/Scientist requirement from 2/1 to 1/1 (was from 2/1 to 3/1 as a net downgrade).
Robo-Miners no longer become more expensive as new mining tech is researched.
I believe the only reason they even did this was that SOME property of a unit must change for the upgrade text to show up on it. The "change" will now be "The cost now = what it was before already."
Garage cost down to 900 (was 1500), construction time down to 1000 "points" (was 1500).
Guard post HP up to 750 (was 500) and explosion damage down to 200/200 (was 750/750).
Reinforced Panther Construction raises HP more 500->850 (was 500->750; Tiger is 800). Research cost and scientist count increased to match new higher value.
Tiger chassis cost up to 1000+400 (was 750+250).
Advanced Robot Manipulator Arm tech's bonuses for Earthworker and Robo Dozer improved to 128->64 (was 128->96).
Hypnopaedia effect improved, for Eden 5000->3500, for Plymouth 5000->4000 (was 5000->3750 for eden, 5000->4500 for Plymouth).
Advanced Construction Materials research added: increases Wall HP 300->600. Prereq = Enhanced Defensive Fortifications and Advanced Robot Manipulator Arm. (I'm actually not sure what happens if two players with different wall HP amounts build walls that connect into each other...)
Plymouth:
Legged Robots tech has no prereqs.
Scorpions are a prereq for microwaves, rather than the other way around, and can be researched from the Standard Lab.
New upgrade: Scorpion Mobility. Increases Scorpion movement speed from Fast to Very Fast. Prereq = Arachnid Weaponry. Researched at the Advanced Lab.
Scorpion Power Systems also increases range 2->4. Requires Scorpions and Advanced Vehicle Power Plant. Available from the Advanced Lab.
Arachnid Durability now upgrades Spider HP 100->150, and Scorpion HP 125->200 (was 100->125 and 125->150). Now available at the Standard Lab.
Various research time costs have changed to support the new ordering: Legged Robots 1800->1600, Arachnid Weaponry 1800->1200, Scorpion Power Systems 1800->1600, Arachnid Durability 1800->1600.
ESG turning speed slower to 2 (was 11).
Electromagnetic Reverberations research added: EMP Penetration "damage" 255->320, for a better chance to land the disable.
Scout Class Drive Train research is now Plymouth only. Eden gets a Lynx HP upgrade instead.
Extended Range Projectile Launcher upgrade is now Plymouth exclusive, while Grenade Loading Mechanism is Eden exclusive.
Eden:
Heat Dissipation Systems renamed to Thor Heat Dissipators. Only affects Thors, and the effect is improved to 120->90 (was 120-100).
This is to make room for newer, cooler upgrades for the other weapons.
Railguns no longer require Advanced Combat Chassis. (Still requires Independent Turret Power Systems, though.)
Increased Capacitance Circuitry now increases damage 80/40->120/60 (was 80/40->100/50). Also, it gains Advanced Combat Chassis prereq to return that upgrade to its normal timing. Also, it reduces the weapon's turning speed to 3 (was 11).
The turning speed nerf is something I'd rather put into the weapon's base form, but I can't do that via tech tree changes alone due to the "only two techs can change a given unit or weapon" limitation.
Railgun Rifling research added: Range 6->8. Prereq = Increased Capacitance Circuitry.
Light Tank Part Redundancy research added: Lynx HP up to 400 (from 300). Prereq = Mobile Weapons + Reinforced Vehicle Construction.
Diode Lasers research added: Common cost 450->275. Prereq = Efficiency Engineering + Heat Dissipation Systems.
Meteor Defense construction time down to 1100 (was 1800).
Precision Trajectory Projection Software's upgrade is now automatic with Meteor Defense's base research, but the base research takes longer.
Improved Launch Vehicle research cost 6000->4500
Tech tree cleanups:
Hot Cracking Column Efficiency removed.
Vulcanology awarded for free when Seismology researched.
Robotic Image Processing is removed, and its effects built in to the Scout and Light Post.
Consumerism research correctly identifies itself as having unlocked the Consumer Goods Factory structure kit instead of the University structure kit in the post-completion description.
Summary of new combat flow:
In low intial resource games, Plymouth can potentially get the first strike in if it sacrifices vehicle factory tech to rush scorpions. However, unupgraded scorpions are so weak that the defender can probably survive until combat units are out with a combination of running away and scuttling units. (Even a scout can kill a scorpion with proper micromanagement.)
Either way, Plymouth has to decide whether to commit to the new scorpion technologies or to skip that in favor of more traditional weapons.
Eden gets the next technological edge with the early completion of Railguns. Though overcosted for their DPS, these weapons are longer range than anything else in the game until after a lot more research has been completed.
Next up should be the usual oppressive Plymouth midgame. Stickyfoam has remained untouched, and in a long range battle, the ESG's turn rate nerf should have minimal impact.
As the game progresses, Eden will gain more cost efficiency in slow moving battles in the form of the railgun range upgrade, higher HP totals (whether from the lynx upgrade or from low-cost Laser Panthers), and the slight improvement to the Thor. Plymouth will have more mobility, superior crowd control options, and more single-target dps once combat reaches short range.
EMP Missiles are still extremely opressive once Plymouth gains them, and with Eden's loss of the Lynx speed upgrade, dodging them is harder than ever. Eden will have to use its power to secure positions for new Meteor Defense structures.
The Railgun and the ESG should do far worse if the enemy manages to get right on top of them, but both are extremely powerful in a stalemated situation.
It is my intention for more combat-relevant construction to occur. Guard posts are better in both durability and liability (they'll do far less damage to your own units when destroyed, for example), walls can be upgraded, and garages and meteor defenses are easier to set up.
I expect Plymouth to be using garages to be more cost efficient with its hit and run missions, with ESG turrets behind walls when it needs to deny an area. Eden will more likely put Railgun turrets in front, with meteor defense behind that.
Another major point: the total size of end game armies will likely be smaller due to the smaller amount of resources available in the first place.
Speaking of resources, I expect Plymouth will in general have an easier time moving its combat lines around to a secure a new mining location, but Eden might be better at actually assaulting an existing location.