Hi there,
my hours of gameplay are crawling upwards steadily and i got some things that the devs might want to consider.
even though i very much like the differences in terms of mapdesign, the starting resources should be the same on every map.
thats like the notes around your mainbuilding and the first metal/radioactive.
Substrate (I like to play them Tech-Oriented)
- 4 Metal (main)
- 2 Radio (adjected to main)
- 3 Metal (adjected to main)
- 1 Metal
- 1 Metal
- 1 Radio
- 1 Metal
- 2 Radio
PHC (Played as massing T1 right now)
- 3 Metal (main)
- 2 Radio (adjected to main)
- 3 Metal (adjected to main)
- 1 Metal
- 1 Radio
- 2 Metal
- 2 Metal
- 1 Radio
These are just examples in order how you can chose to expand. the races dont get what they want directly at the beginning but with expanding further onto the map. they will still feel like the same race but you wont be able to just overwhelm your substrate opponent with just massing t1 units too easy.
Substrate could rely on teching in this scenario. getting just enough recources to establish a basement, but needs to expand in a certain way to tech even deeper.
the reasoning behind this is that you want to play a certain strategy in every game, but it is very hard to figure out buildorders for every single map. which means that you could at least plan the first steps in general and adapt beyond what lies behind the first nodes.
maybe this is too much, but you could use the starting metal-nodes as a way to balance too. like substrate gets 2, PHC 3. beyond that PHC might get an additional radioactive note at the next one after the stating one. i dont know if those dynamic maps would be possible within your engine, but it could have LOTS of potential in terms of balancing out the different races beyond the standard +1 dmg here, - 50 hp there and so on.
greetings
Arne