Showing Supply Cap on tab screen instead of Opponent Upgrades
Millea and I were talking about the difficulties of responding to a tech rush in Atlas. I'll try to break down the issues we've seen, because tech rushing feels very strong right now:
Tech rushing is super hard to react to
- The answer to tech rushing is jamming low-tier units and playing aggressive/timing attacks
- But there's no way to scout a tech rush is happening
- There are no tech buildings to scout
- Most armies are primarily Tier 1 for long stretches anyway so it's impossible to tell if someone is rushing high-tech
- The player that is tech rushing can trade armies aggressively at the start of the game, keeping unit counts low which both masks a tech rush and makes its high-tier units higher-impact on average (harder to snipe/surround etc)
- Tier 1.5 feels extremely weak and insufficient to close out games versus players relying on T1 and suicide teching
- There are few early-midgame scrap sinks that help grind out a win if the opponent ignores early-midgame units
Supply cap limits how much time you have to react to a tech rush
- Supply cap is raised at a static rate
- Your ability to jam Tier 1 down someone's throat is based on your supply cap
- You can't simply slam down half a dozen depots and build 40 marines
- If you don't react to a tech rush early, you can't react at all
Showing supply cap on the tab screen gives people more time to make good decisions
- Currently shows upgrades for opponents
- This gives no time to react since by the time upgrades exist for a unit that unit is in play
- By the time Tier 3 upgrade hits the board it's too late to raise supply cap in response
- By showing Supply Cap, you have less total information on your opponent's capabilities but more actionable information for fighting cheese
- Can gain info on upgrades through fighting, or maybe tooltips from clicking on a unit
- See someone at 40 supply cap 5 minutes in? Better start reacting!
- This gives similar information to scouting a base in RTS
Corollary: Tier 1.5 units feel weak and bad at closing out games
- Tier 1.5 units often compose the meat of armies in RTS games, or at least share the role with Tier 1
- They are often more resilient and sustainable, and tend to force responses from the opponent
- If you just make Tier 1 and try to tech without any support, my Tier 1.5 should probably be able to win fights cleanly
- This helps make the midgame more dynamic and provides a tug-of-war to squeaking by on mostly Tier 1 vs. gaining map control/pressuring a base with Tier 1.5
- In Atlas, T1.5 are scrap sinks with few advantages over T1
- In most cases they are weaker overall and more specialized
- But their specialized roles are often worse than other heroes' Basic Units that do the same thing cheaper/better
- If you'd just picked another hero with a basic unit that did that role, you'd have way more scrap and another deck slot
- Spending a deck slot on T1.5 feels like it should give you a much stronger early-midgame than someone who doesn't
- If this was the case, closing out games versus someone who was tech rushing with minimal Tier 1 would be much more practical without having to have perfect team-wide reaction to their low-supply cap