Movement Speed
This topic is cropping up everywhere, so I figured why not give it it's own home and organize things a bit
.
Here are a few specific issues that I have with slow unit movement:
- The current pacing makes the game feel like naval warfare. This will probably diminish with time as pathfinding/routing is optimized.
- Having all the units move slowly and the prevalence of choke points on maps prevents players from employing flanking tactics. By the time any effectively armed units make an end-run around the enemy, the battle is over.
- Hit-and-run harassment campaigns are not viable right now, except for with bombers, which are quite fragile.
- Unit slowness and extensive radar coverage also enable the enemy to see you slowly rumbling towards them 8 minutes out, which gives the enemy tons of time to set up a greeting party and eliminates the element of surprise.
- I am struggling to understand why there are units defending map resources at the start of each game. They bog things down even more. Perhaps that is the point, but I find them more annoying than anything. Maybe static defenses would make more sense than a gaggle of random units? I guess it would help if I understood why they were there in the first place.
- I do not think that all the units should be sped up. It makes sense for the heavies to feel like the lumbering land battleships they are. The game needs some kind of "cavalry" unit, though, that is relatively weak in a stand-up fight, but that moves swiftly and does increased damage when attacking from behind. Maybe it's in there already and I just missed it in the three hours I played, but I did not find any units particularly effective in this role.
- An expensive unit that can mask either the radar ping of its meta group, or the size of the force, would be lots of fun.
- An inexpensive, weakly armored Tier 1 or Tier 2 "raider" unit that moves fast and has no radar could be fun for early game harassment.