I would like to apply for a balance change proposal.
1542 global rating - Stratocaster
I'm pretty confident that my small tweak idea will be a welcome change. I also have a good idea of what map to pick for the ladder pool, which is not another small land based map, yet should offer interesting action, strategy, and tactics. I have a very good understanding of current game mechanics and know this game's weak points, such as poor unit responsiveness; I would like to sort of address them at least a little, and my idea would make some units a little less frustrating to use and would maybe open up new strategies, making it viable to mix in with an army, and/or included in a regular factory build queue.
Not sure if I should outright propose them, without being qualified nor voted in yet.
Seeing how Ze_pilot is now closing applications and assuming I'm voted in, I figure I'll get a jump on my suggestions so he can make the new poll thread for it, without waiting on people who are being voted in:
Custom Map: Atol
A map where naval rush is very possible, yet the ACU is very useful in combat still. I would like to see how people fight considering faction differences, maybe frigs vs Aeon hover tanks? Sera t1 arty going around the outside to avoid frigs? Air to snipe the little resources there are. Naval to hold mid with TML? T2 naval? Forward acu along the outside? ACU with gun getting a critical OC on a naval unit? Making subs and surfacing them, to fight above water (if it has a surface weapon)? Land drops, using the skirts of the map? The return of the ghetto gunship? T2 ACU drops, making PD in enemy base? Very strategic map that will get people to think and rely on scouting, as there are so many diff strats. It's not so much skill and macro, as it's strategy and micro... I'm sure this map will inspire some offshoots to add more gameplay challenges, like making middle bigger and more strategic and adding corner islands, or adding more rocks into the middle water, for the ACU to stand on and fight off navy and to juke torps.
Balance change: Tweak to engineers to make them less of a headache (less clusterfuck, less traffic jam, and most importantly, less lag). T1 engineer swarms just don't work well with this game's pathfinding, but rather than eliminate them, my suggestion should address the problem with the game engine. The change will let people naturally build what they want to build. This change is independent enough that there isn't a need to consider what other balance changes there are (ie engy redesign). Being good at micro managing engineers and land unit pathing is a skill that people are only proud of in big FA games.
This change may take away their advantage of being familiar and working around pathfinding sluggishness, but I feel it will make the game more enjoyable for its strategy, not for adapting to the game engine's nuances; this solution also would help remedy the scenario where someone's avoiding strategies, due to the game's nuances making it difficult (due to more micro and attention required) to get it started. IE clearing out room to build a big experimental, or building a t3 navy out of a small harbor, or growing a t3 base working with a small plot of land.
((This is just the summary. I will post about the method once Ze_pilot makes the vote official))