From the discution in another economic topic (edited);
Relic increased the requisition granted by the base trying to combat the snowball effect, and it failed miserably IMVHO. Early squad loss cost map control and that still cost the game anyway. Relic failed to see the true issue, the problem wasn't about the requisition starvation, it is about the POWER starvation that is way more intense than the requisition one.
with 260 req each aditional gen gave 60.
In power case, base gives just 25 and each gen gives that exact same amount.
I think it is pretty obvious what is more valuable right?
I would say that 40 from base and just 10 per generator would work best, in late game it would DECREASE the amount of power the winning side gets and INCREASE the amount that the losing side gets while still giving an advantage for map control, but not as huge as it is now. Right now at high level no one is making requisition generators cause they are not worth it and the true fight for map control is just for power points...
As it is now the winning side at late game just spam the t3 unit cause of the HUGE power advantage. And the losing side can do NOTHING about it cause of the lack of power. No one cares about requisition, no one NEEDS even a single requisition generator...
there is ZERO incentives to build requisition generators now for 2 reasons:
1) Each requisition generator gives now 17,64% of the requisition income that the base gives... with the base 260 requisition this number goes up to 23,07%
2)they cost POWER to build and power is way more valuable.
Meanwhile each base gives 25 power and each generator gives 100% OF THE POWER GIVEN BY THE BASE.
Folowing my sugestion:
Bringing requisition back to 260 from base would make each generator give 23,07% of the original requisition that the base gives.
Reducing generator power to 10 and base generation to 40 each generator would give. 25% of those given by the base down from 100 FREAKING percent. Bringing it closer to the amount given by requisition generators.
A player with 2 generators would have the total power income decreased from 75 to 60 BUT he would get 40 in all the time he would normaly get just 25.
Those changes would DECREASE the snowball effect, as it is now a player that lose a power node already lost the game. and a player in port saunderus for instance that lose the power points get completely overwelmed by the oponent power generation, my sugestion would INCREASE the chance of a player to actually get back into the game by reducing the DRASTIC ADVANTAGE that a single power generator gives. The smaller amount of power in late game would be the extra benefit of diminishing the predator spam that i usually do.
So someone can ask "But in both DoW2 and CoH1 and 2 the power/fuel points give greater amounts relative to the income granted by the base to manpower/requisition"
Yes, but in CoH2 and 1 the power of the late game units is WAY lesser, even with total map control you can't spam king tigers. In dow3 it is way too easy for the dominating side to just spam tier3 tanks and attack move the opponent base winning EASILY the game after obtaining power superiority. And in DoW2/CoH1/2 the late game units are not even nearly as powerfull than the ones here, one of the major factors for that is that CoH infantry benefits hugely from cover, and dow3 infantry doesn't. We could Nerf every veicle in the game to compensate or making spamming them a bit harder instead.
I find the second option way cooler, specially for fluff reasons, i prefer having an SM army covering a predator than 6 predators covering a single Heavy Bolter Squad.
Replay to ilustrate how op power generators are: