You're entitled to your opinion, and I respect it. That said, this thread seems to be losing its focus with posts of increasing lengths, so I will respond to your post and then try to focus on the thread's purpose.
Mycen wrote:Is that really ridiculous?
Essentially, I think it is ridiculous because unless you have SAMs already built, or ASFs back there (or other high tier AA such as Cybran SACU/Restorers etc.) then the spy plane is pretty free to do whatever it likes, and accomplishes everything it was meant to. You have no recourse.
As an aside, most SAMs aren't fast enough to stop the spy plane for its first pass (since it takes time for the missile to hit the spy plane, so unless the SAMs are placed quite far out from where you wanted to deny the spy plane, the death vision + time delay means the spy plane gets the necessary intel anway.)
Mycen wrote:If the spy plane wants to fly circles around your base it cannot do so without eventually reaching the same point. Intercepting it should be extremely easy, unless you are simply giving your planes an attack order and allowing them to chase automatically.
Agreed that if the spy plane is covering the same ground, then it should be easy to intercept. My point is that if it somehow got past your ASFs, it is virtually impossible to stop the first pass (which gives you all the intel you need if you pay attention) and THAT is what I want to make harder to achieve.
Mycen wrote:So why not just build some SAMs! In a T1 land battle
I actually do (as you may have noticed I mentioned this in earlier posts. But I also feel that they shouldn't be the ONLY way to stop it, if you have ASFs and air superiority. I did think of the T1 land battle scenario myself, but I thought someone might bring it up, and I'm glad you did. The scenarios are similar, as you pointed out, BUT:
- if ONE tank/LAB gets through, it can indeed wreck havoc (without the appropriate t1 pd or tanks in place) BUT it is limited by dps. (And probably can't take out a mex if there is enemy chasing it, and it wants to stay alive.) For real damage, you should sneak more in. Once 1 spy plane is in, the intel it gathers is the same as if you sent 10 spy planes (assuming same location and path)
- you shouldn't lack t1 pd/tanks, BUT if you did, you could still go t1 bomber and deal with it that way (for example.) OR gunships. Or airdrop troops. In other words, there are alternatives.
Mycen wrote:On what kind of map do you imagine that twenty seconds is more than enough to run back to base
As mentioned before, I do not consider this a get out of jail free card if your ASFs are completely out of position, or if you have not been paying attention to radar. This is NOT designed for times when you suddenly realise your base at the SE corner is getting strat bombed when your ASFs are in the NW corner of the map. It is for when your ASFs are in the right area/vicinity, but not in the right position (if you get the drift.) I have not played on 81x81 maps (though I would like to - they are rarely hosted) but I have played on 40x40 and smaller.
I believe I have made very clear what sort of situations are of strategic value for activating an afterburner. Please read prior posts. Maybe others can come up with more. And just because you consider the scenarios "limited", it doesn't change how "limited" any toggle is, such as surfacing a sub/changing cybran t1 aa to fire at ground/ or turning on/off stealth/cloak/radar jamming/mass fabs/radar on any of the respective units.
Mycen wrote: but more options is not always better.
That I do agree with - and hence this post, to see if it is a good idea. I obviously think it is, and you obviously don't think it is. And I respect that.
In response to your examples, gemini stealth costs e so if there is no strategic value in the stealth, they are just wasting a lot of e (which could be used for mass fabs, for example). And I actually surface my subs a lot, depending on the situation. Stim pack, in Starcraft, does indeed help with positioning, but the main reason it is needed so much there is because it also greatly increases dps. Not to mention medics/medivacs are mobile and healing costs no resources (as in minerals/gas). Or that you can heal during combat (but you can't refuel in flight in FA). Again, I have not suggested increasing dps - I only suggested increasing top speed, which can come with disadvantages of its own (other than fuel) such as larger turning radius.
Mycen wrote:Why even bother with something like that?
I believe I've made my point quite clearly, and I also think perhaps you have a different idea of what my suggestion is. Please re-read. If we are on the same page, then please be more specific with your question as I'm not sure what you are trying to ask.
Mycen wrote:Just put your planes in the right place next time and build a few SAMs.
Again, I generally don't have problems stopping spy planes/strats etc., and I do build SAMs. But I think this idea is good in adding more flexibility to the air game, and it means you don't have to have defending ASFs just for the stray spy planes/strats that got past your ASF cloud even when you have air superiority in that area and ASFs in the vicinity.
I hope that has addressed your questions. Trying to focus the thread a bit more though:
1. What do you think of the idea? Good/bad, and why?
2. Can it be implemented?
3. If so, how?