This relates to another one of my posts:
viewtopic.php?f=3&t=17243This will obviously stir outcry and dismay as it touches on a controversial topic more related to techno-magic than developer intended coding.
RTS players are always functioning on 2 levels (at the very least) making sure to follow their plan (EG macro for timing push at X time without any lost economy) and also doing another function which gets buried into the dance the player is doing (moving from camera postion to another, fast selecting units, and watching for moves they could make while keeping their APM up.
Within this second portion, there is a function of debugging and counter bugging that goes on that defines the top players from the ones who have simply read a guide on how to accomplish a certain build. IF you have amazing reaction speeds and perfect execution of a variety of skilled plans, you will still not match the best players, because they are essentially performing a task beyond the game itself.
If your functioning good ( or hiring support of this kind) then your units move without hesitation (faster), build times do not have glitches or laggy interludes, and the same kinds of plans play out differently on the basis of protection of variables such as attack speed, move speed, tracking, economy draw. ECT...
I've seen coms outrun monkeylords (techincally impossible) I've seen SMD's that simply would not load no matter how much BP was on it. The longer the timing the worse the effect of this is and these factors are contrary to good gameplay and competition. Its a game of breaking the rules just enough to not get noticed and popped with hacking. If you make your stuff run a little bit better, and the opponents run just a little bit worse, add in a bit of intercontinental lag, and you can get away with fixing matches in your favor based on the techno-spiritual cleanliness of your units.
This goes on in Starcraft 2 and you'll notice differences in the way those pro's function from what you could do with the same inputs at the same time. I'd like Supreme commander to do more to make this less of the focus and more about the decision making path, as I'm sure you are Uveso.
Its advanced debugging and real time debugging that were talking about so i'll move on to why I've proposed this balance change.
Seemingly certain units suffer worse from this and HIves are not one of them. The are the current albatross of Supreme and the bars move without hitches or studders where as the UEF drones do seem to get some of that. So i'll just ask you consider this in that context that the rapid expansion of build power with hives does seemingly seem to strong right now and normally this wouldn't matter, because your mass income and savings would be depleted too fast to do anything with this, but for loading a nuke or SMD it makes having that race's tech access seem totally out of balance from other factions.
For dualgap:
See with nuke timing the air players are having to spend time otherwise spent built on ASF on spy planes to hit critical timings to see is my opponent nuking or eco'ing. If they build lots of hives first, then they could be doing either, forcing them to make more and more t3 spy planes to hit faster and faster timings until its 100% evident which their doing. If they can just throw a nuke out a lightning speed (and drop the launcher itself much faster than normally expected) then that decision point for early SMD loading is harder and harder to react to. If a player without hives can't do that then something's wrong. I don't know exactly what method is being employed but the speed from Nuke drop to nuke launch with a hive nest, vs any other faction, and the speed of the 2nd nuke launched is broken. It just will not accomplish the same thing with lots of engineers as you literally have to debug every singe t1 engineer as a separate object, but somehow the Hives are untouchable.