5
Couldn't agree more with the last part you wrote. CoH2 is different from vCoH, I get this and this is not an effort to make the game more like vCoH for the sake of it, but resource distribution among strategic points are in comparison watered down and hold very little meaning. It doesn't have to be extreme but I believe that more distinction would add to the game.
For example changing the current distribution from
+5M/+3F, +11M, +7F to something like
+4M/+2F, +15M, +9F or even
+3M/+1F, +17M, +12F.
The math around it is easy, but dependant on the map pool. You just take the average resources on every map and since they are all symmetric you can just divide the results by two and reallocate the distribution in a more distinct manner across the average amount of (dedicated) resource points.
It's just a question whether we believe this is a good thing or not.
That's actually not a bad idea. But i believe the current maps are a bit of a lost cause at this point without redesigning. If relic wants more user generated content, then more varied, and tiered, resource points are necessary for just basic principles of map design.
Currently the limited worldbuilder options hamstring both user and relics own attempts to create maps for this game