Sorry, if this post should have been placed somewhere else. If so, let me know please and I will move it there. Also, apologies for the long text following now :p
I just had a game, that made me think about the mass fab and eco mod (Seton's air spot). I played a player who plays well. However, so far I think I have had a better starting routine and got my eco going faster. This time, things were different. Reason: he used the mass fab/eco mod.
What does this lead to? Imho there are 2 possible results:
1. I use the mods as well to be able to compete with my opponent (no, it is not possible to toggle 2, 8, 17 or 30+ engis on and off for a split of a second over and over again without the mod). it is like playing against a computer/AI. It won't make a "mistake", it will not miss stopping the fabs and at a pre-defined e-level - humans on the other hand will make mistakes here.
2. I kick players from the lobby. This ideally would presuppose that I can see who uses a mod and who doesn't. S o far, to my knowledge, this is not possible. Ultimately, this would result in fewer games for some or all (worst case scenario) or/and the mod being used less frequently.
Therefore, I vote for making it visible for the host (maybe even for everyone in the lobby) who uses mods. For now, I will tell players not to use the mod before I start the game. If they secretly do it and I notice it in the replay, they may be banned from future games. Not ideal, but I don't see an alternative.
Also I want to point out that the idea of the mod not making a big difference compared to someone who doesn't use it, is flawed for u can't say how much weaker/stronger the same player would be without the mod. Maybe the difference would make 2 ASF in the first 15 min. Maybe 10. That's quite a difference for 15 min. Later, when u also have to micro your units, e stalling could cost u 10 ASF being built for the stall slows your production down significantly.
On the forum it was mentioned that hotbuilds are similar. I disagree, for hotbuilds do not work the way that they prevent you the entire game from stalling due to bad microing. Getting mass fabs results in a positive mass income. But it comes with the cost of getting close to e stalling - this cost-profit nature is what demands your attention. A risk the mod totally takes away from you.
It is ironic how many condemn Supreme Commander 2 for being too mainstream, simple and generic, while not minding the complexity of SC1 partly being taken away due to an AI taking control over your actions and deciding for you. Since you do not have to worry about microing your fabs/your engis supporting a fac, you can put your attention elsewhere (e.g. scouting, microing).
Here are some other ideas for mods:
• A mod that, once radar has been scouted, and you send a stealth unit through the radar area, keeps a distance to the radar (drives/flies around it)
• A mod that activates stealth only when being in radar radius (scouted beforehand) (energy only spend when necessary)
• A mod that makes your destroyers/tempest submerge when their HP dropped down to a certain percentage due to non-torpedo damage
• A mod that micoes your ASF (flying tight circles)
• A mod that automatically retreats your units when being under fire while no target in sight or simply out of reach
• A kiting mod that automatically keeps your units at a certain distance to your target
Is this where this rather complex game should be heading?