----------------------------------------------------------------------------------
This topic in a bottle (edited after because my ideas made more clear):
As soon as the opponent make a choice against you (specially in the lab). An hidden timer start in the game. Your chance to win start to decay. That's why you need to react. That decay is hardcoded in the stats of the game and in the mechanic of it. For the game to be intense and short enough that decay is pretty fast. If you neglect the fact that the opponent is sending borgs vs your cannons, you will definitively lose in around 7 minutes after the production start. You will still be alive the next 7 minutes, but with close to no chances left. The more you react fast, the more your chances stay good. That's what make the game, we will all agree with that...
Lately, we removed the units preview from the intelligence display. The idea (that i mostly agree upon) was to promote scouting and also hiding as part of the game. However, we didnt changed the mechanic to give players the time to scout ! The players chances still start to decay as soon as the opponent production is started. This remove control from the players that can't possibly take an action before having the information. This skew the game to turn it from a mostly skill game to a mostly random game mostly determined by the choices we made before we have any information.
----------------------------------------------------------------------------------
Knowing the enemy design affect deeply what we research in this game. Having a good design; the good propulsion at the good moment is simply as important as tactic on the field. Let's decode the game a little...
The standard weapon modifier is ±30% there is 2 of them one for the weapon mg and the other for your propulsion. Therefore there is a possibility to be 69% stronger or weaker because of bad research lines. That's how the game goes in the research lab, theorically, there is a point where you'll want to exchange your actual line for another one that will suit your opponent tactic. If you do it correclty you will normally change a bad weapon modifier, to a good weapon modifier (whatever it's the propulsion or the weapons). Let's say the mean gain would be 50% of your strength. However to do that, you need to leave your actual research to change for the new one. Thx to the linear progression, the new one will go faster, so even if you research advantage is over 50%, after sometime of transition, you'll get stronger by changing your weapon.
I'd like to explain you the extreme math equations behind that, but i'll show you only the final graph. The result is clear, if you take 9 minute to change your research instead of 6, you will suffer 3 time more because it's a 3rd degree function ((9/6)^3). And when we talk about a player having a clear advantage on another, 3 time more damage is never a good thing
I'm afraid that when the initial research path you chose is weak against your opponent choice, you will simply lose without any further decision or skill involved. In any case, the unit preview removal was a serious balance change that will triple the importance of the impact provoked by the initial research choices. This will seriously improve the randomness of the game.



