by AdmiralZeech » 10 Jul 2012, 18:59
That's fine as well, but I dont think it's as necessarily cut-and-dry as you suggest.
If the choice is between combat structure vs. mex, then the "best" choice would depend on the situation and where the front line is etc.
If the choice is between a support structure vs. mex (like some sort of land repair tower, aircraft pad, etc) then it depends on your other units and whether they might benefit from it.
Intel structure vs. mex, again depends on the situation.
Factory vs. mex, not sure.
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In this case the player would need to evaluate the situation and/or his intended strategy/plan, and decide whether a special structure is worth the tradeoff of not having a mex there.
In a given situation, yes, there might be only one "correct" choice. In your eyes, does that mean there is no strategic choice?
To me, this is still interesting because the "correct" choices will vary from match to match, faction to faction, player to player, and even over the course of the same match, because the situation will change.
Especially if the special structures have fairly significant effects.
Eg. currently in some maps we have a race to the big reclaim in the centre, because its so important. What if getting to Hydro X or Mass Point Y first, and building a special PD or Intel Tower there first was important?
And what if there are several such objectives on the map, with different reasons for being important (and different structures that are useful to build on them), such that it's difficult to take them all first, and a choice needs to be made based on your intended strategy?
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Similar to my long-held criticism of, "We need more snipeable targets in SupCom other than the ACU", its more interesting and "crunchier" to have these sorts of pivotal events and locations in a match. As long as there are enough of them so that the map is multi-dimensional, I dont think it's a bad thing.