The purpose of this thread is to understand what the mod is, so please correct me with facts.
The T2/T3 engie adjustment part is pretty minor in comparison to the creation of tech buildings, so I will not talk about it.
Focus on the T2 land factory for the rest of the thread.
As the game is played now, 800 mass will get you a T2 land factory. This gives you the following:
More build capacity
More health, harder to overrun a t2 factory than a t1 factory (takes two cruise missiles to kill)
Access to T2 land units and T2 engies
Build capacity of a T2 land factory is equivalent to 8 T1 engies which is 416 mass
Advantage of engies is that you can use them to switch between projects, fine tuning your economy.
Disadvantages are, congestion (only for noobs, base design should be part of your overall strategy), and low health
of the engies making them great targets for raids and bombers.
The mod version:
a T2 factory gives you the following:
More build capacity (basically the same as the T1 engie cost for build capacity)
More health
POTENTIAL ACCESS to T2 land units and T2 engies
The T2 land tech building gives you:
Activates all your T2 land factories (Maybe these should be called Tech 2 land activation facility, or tech 2
activation module)
The big change:
Your tech 2 land infrastructure no longer looks like a single T2 factory with lots of engies around it. It is now a
central activator with a network of T2 land factories spread over the map. Is this a gameplay improvement? Very difficult question that can only be answered by playing, but we can talk about the "spirit" of the game. Does this feature fit Supcom FA?
Positive:
The Activator can be destroyed, which would cause your T2 factories to only be able to produce T1 units. This is very much like taking out a t2 power generator to shut down air production or shields of the enemy. This gives technology the same character as mass and power resources in Supcom FA.
Making T2 factories that have more health but cost less mass should provide more gameplay possibilities and should make bases more diverse and perhaps more spread out. It is now conceivable constructing t2 factories right next to the battlefield.
Negative:
Diminishing the need for T1 engies makes bases harder to attack and makes less flexible bases a viable option. In
other words less flexible gameplay(low T1 engie strat) is rewarded by making the infrastructure more difficult to
kill.
A t2 factory can start producing T2 units behind the enemy base, because of a structure that is buried underneath
shields a long distance away from the actual battlefield. Once again this is because technology is taking on the
qualities of the power resource.
Unlike the power and mass resources the technology resource is not a continuous variable, it is an on/off switch. This is in sharp contrast to the rest of the game and is perhaps the biggest problem with this mod.
At this point I am very much torn about this mod. I really don't care about fixing the T1 engie congestion problem,
I don't think it is a problem at all. However, this mod brings obvious interesting features to the gameplay. At the
same time the on/off nature of the structure feels extremely ugly in contrast to everything else about this game,
supcom FA has no sharp edges, even when you lose a t2 pgen, your air factory can still produce aircraft, but at a
slower rate.
Do we want the overall structure of the T2 production machine to look like a series of self-sufficient points
or do we want a centralized core with unit producing tentacles spreading through the map?
I don't know.