Alright, so after some thought about campers, I realized, that unlike most rts', bfme II is a game that really doesn't force you to expand. Simply, because resources don't run out and 6-10 farms don't take a whole lot of space and generally suffice to sponsor a large MG army. Consequently, it is no coincidence that most players choose to camp, patiently waiting for the correct moment for a counter-attack. In many ways this can be considered one of the easiest and most effective strategies, especially when rushing doesn't work out.
After determining the issue, I set about trying to discover possible solutions. The most logical solution would be to return to the vBFMEII system, where farms have a larger area, but this would cause all sorts of problems with unit costs and etc. Thus I came up with a far more original and effective method to force a player to expand. (I hope you'll like it, as I'm really proud of it
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My concept is to focus on command point generation, as a motive to expand. Instead of building farms, I think command points should be generated by capturing strategically placed beacons. A captured beacon should level over time, providing more command points as it levels. In addition a beacon should take considerable time to capture, to avoid early game frustration. It should also take increasingly more time to capture beacons as it levels. For example, lvl 1 45s, lvl 2 90s, lvl 3 135s. Determining how many command points each beacon grants is easy. If a map is a 1vs1 map and each player can have a maximum of 1000 command points, then then all command points combined at level 3 should provide 2000 command points. The command point multiplier would be quite self-explanatory. (The rate and method at which they level is how factions could be differentiated)
Yes, it would be a lot of work to integrate in each map and fortress maps might be a potential problem, but think of the end effect? It would force players to rethink all their tactics and cause them to approach edain in a completely new way. AI wouldn't really be a problem as they aggressively capture buildings anyways
With this and all other edain improvements, I'd be willing to rename it Bfme III
I truly believe this concept would revolutionize the core mechanics, making Edain a far more strategic game.
Please let me know what you think?