IceDreamer wrote:I don't think this is a good idea for gameplay. Supcom doesn't just have 2 resources, it has 5; Time, Attention, and Buildpower are resources as well, and such a major, in fact HUGE part of the game's strategic options is the ability to target enemy Engineers to effectively deny your enemy Time and Attention.
Very well said. Anything that affects this balance must be extremely well thought out in order to ensure that the balance is modified for the better in the context of the entire game and the player experience that it ultimately creates.
The problem with reducing 'micro' like this is that there is no limit to the incline of the slippery slope it puts us on. If you can reuse build queues like this, why not allow players to save and load them? Then they could sandbox the perfect BO ahead of time and use that in game without needing to waste time manually ordering it each time. But wait, we could even have a vault that automatically takes the best BOs from the top players and makes them available to everyone else! We should also add some automatic unit micro so that you don't have to spend time doing that yourself. And then we might as well add some basic self-preservation AI to each unit, so if you aren't paying attention to them, they'll try to protect themselves and move out of harm's way. And so long as we have that, we should also add some attacking logic too, so that your units automatically take advantage of mathematically superior engagements should they crop up.
And at some point we'll stop and realize that we were so focused on whether or not we could, that we didn't stop to think if we *should*. Ultimately, FA is an interactive game, which will necessarily involve some level of player interaction, also referred to as 'micro'. Whether or not such micro is a healthy part of gameplay is the deciding factor. Generally speaking, I will always err on the side of caution in this area. FA already has an incredible amount of unit control automation. Each further step that we take will be directly removing gameplay from the player.
At this point in time, there are simply far too many other balance priorities that must be improved before higher level issues like this can be tackled. And while automation in order to reduce micro is a very interesting knob that we have to tweak balance with, these knobs are fundamental pillars of what makes FA, FA, and I do not see any reason to change its identity in such a dramatic manner.