I've been playing with the idea in my head for a while now, so I thought I'd share it and see what everyone else thinks about it.
I'm not advocating to change RAS, I just want to hear everyone's thoughts about it
I'm trying to be as objective as possible, as is fitting for the balance forum. As thus all things I state are what I think of them, not trying to put down anything as fact.
Currently, I see RAS as a jump-start to t3 economy. You essentially get a t3 mex and a t3 pgen at the same time, more or less, in a single upgrade. It's efficient and it's convenient, unless you desperately need your commander. Since the stage during which RAS becomes a major focus tends to coincide with the stage that using your commander becomes rather risky if not outright suicidal, this is a good aspect of the game, there is some variance between factions but overall, it's generally a good decision to fall back and get it, if I were to word it subjectively, I'd say it's a ''no-brainer''. Usually with no meaningful alternative, other than investing half an experimental worth of resources into your commander to make it combat capable without huge risk, assuming your faction allows that.
The idea I've been toying around with is how it would affect gameplay if RAS' effects and costs were toned down to t2 eco level, and it's what I'd like to hear everyone's thoughts about. Here are the (very abbreviated) things I came up with;
-The time during which this would be an option is also the time during which a commander's presence on the battlefield has a large but fading impact, it creates strategic choice.
-It would give airplayers a better chance to focus on the t1 air-stage rather than go full on eco-mode, due to the easy availability of ''t2 power'' and the mass to go along with it.
-It might make it even harder, especially due to the current strat changes, to rush one.
-Make power less of a ''necessary evil'' for executing t2 strategies.
Obviously, it can also do the exact opposite of all the things I just mentioned with proper co-ordination, seeing as a cheaper, yet still efficient upgrade becomes extremely rushable by a team with good timing with all the (partially unforeseeable) consequences thereof. The reason why I think this is a concept worth debating is largely because of my first point (having your commander fight during this period, likely around the 6-8 minute mark in teamgames, is often critical to succes, it's interesting if you think about how often you've seen someone cancel a RAS upgrade, no?) and the fact that RAS timing is already (in my opinion, although I don't think I'm very mistaken about this) a very powerful force factoring into a team's success, assuming they know how to utilize the combined effects. Another clear problem point is where exactly this leaves double ras... And that's another of the major reasons why I think it's insane to just propose this, because I can't think of anything that's not outright removing it, which is, to put it frank, well beyond retarded.
I don't want to type much more about this, as I'd rather hear the discussion revolving around it, if you guys think it's worth talking about, but that's the gist of it. There are far more implications than I stated, but that will always be the case, my main point is to decide whether or not this is an idea worth pursuing and/or investigating.