I'm going to tease a bit:
SupCom wasn't unconstrined. First, it had a unit limit. Ashes doesn't. Second, you had to endlessly build energy. In fact, the FIRST thing you build are a couple of energy producers.
In Ashes, you have logistics which are basically the same thing. Except, of course, we don't hard code limit the # of units.
allow me to respond
(and please, do not shy away from teasing like this, it's great!
No actually Supcom had unit cap that you didn't immediately run into (nor ever for that matter)
while in AOTS you can theoretically upgrade unit cap infinitely your fun runs out after the tenth upgrade or so : (can't find the thread now but this guy attained some ~5000 logistics used but of course this crashed the game) and you DO run into unit cap immediately. And having to deal with that is THE most awful drag.
especially the way it's done. You just can't correct it immediately. you have to wait it out. Please appreciate that when I'm tutoring an FA noob in person he can fuck the economical situation up as bad as he wants I can always take over and rectify it. If he's dying vs an easy AI it doesn't matter if he's down to only his commander I can take over and rectify that too.
The retort to the above (me saying it's annoying to screw up forgetting to build research) would probably seem like it should be "well you learned from that and now you won't do it again". No. Taking what I just added as context a good strategic game doesn't punish you for lack of skill. It actually doesn't punish you at all. What SupCom effectively did was teaching the player about itself throughout the whole length of the game. If the student wasn't attentive and didn't understand that's ok supcom wasn't going to punish him for it. Because this way ... if he suddenly DID get it. He would be INSTANTANEOUSLY rewarded for it. (there wouldn't still be a punishment in effect that had durration still on it's clock)
You finally get the economy and that you can press pause on EVERYTHING. fine! instantly restored an economy run deep into the ground to the positive by pausing everything.
do you understand what I'm trying to illustrate? I want this game to have the same dimension of no stick, only carrot. And currently logistics and the way research just is gets in the way of that.
Anyways, in Supcom being able to build more than 90 units required no micro on your part. and you never ever hit 1500 in multiplayer if the opponent was trying to win at all.
about the first thing you build is energy..... ermm dunno if you've really been watching Gyle cast but I can't think of anyone actually doing that unless going bomber first and even then. that's a teeeeeeeeeerible strategy.
The initial storage of mass and energy you have is intentionally big enough to cover a full factory and three mass point and 4 pgens and engineers and......
you have 650 mass and 4000 energy to boot :
a factory costs 240 mass and 2100 energy :
WHY ....would one ever go anything other than factory first???
it makes no sense. the sooner you have a factory the sooner you can start exponentializing (because of the multiplying number of units that can construct (ergo claim you further resource income) : engineers. whereas you started with a single one. the commander).
and of course you don't want to put off exponetializing to later because it's nature implies starting it late will cleave the gap between you and your opponent ever greater as the game progresses (assuming you are both completely identical players therefore no situation reversals will occur).
As for energy. I don't quite understand what you are saying.
for me Mass = Metal and Energy = Radiocatives.
two resources that make the centerpiece of your economy and that you must balance throughout the game. their importance being illustrated by their central presence in the UI.
the fact that this transforms the second resource type into a localized one just like the first doesn't detract from it functioning the same way. you need it to build units (and structures and some structures consume it to function). all it does is change radioactives into a less easily attainable resource. thereby justifying a smaller need for it.
I'm not going to comment on this change from supcom because so far I like it.
I don't see, on the other hand, how you manage to assume that Energy in AOTS has anything to compare with energy in SupCom. It must be the name.... traitorous things them names.
If you ever play supcom again DO NOT build a P-gen first. build a factory and from that factory build a engineer first. Also don't move the commander early on (and yes that implies don't build anything where he's standing.) FAF added a permanently visible representation of the build radius. As you probably well know there's a difference between building anything within that build radius and outside of it. In the first case the unit will commence construction immediately without relocating and in the second case the unit moves all the way up to right in front of the location and only then does he begin construction.
As soon as you load in a game with that visible build radius. the first thing you'll notice is that on all of the maps with the typical 4 starting mass points: these mass points will be precisely within the visible build radius.... the rest will be obvious