You can test v1.1 here: https://steamcommunity.com/sharedfiles/filedetails/?id=1553135357
Update 1.1
Lieutenant: 20 FU, 260 MP, research time from 60 to 30
Captain: 30 FU, 260 MP, research time from 60 to 30
Light vehicles (including the m8 scott) now require the "Motor Pool" upgrade available in the first building together with the other global upgrades (racks and nades).
Motor pool: 30 FU, research time 30
Thoughts: This new structure allows a lot of new flexibility, lieutenant can be called in as the 3rd unit and an mg as the 4th, a build like that can potentially compensate for rifles shortcomings. It also allows to tech both lieutenant and captain for the same price as the old lieutenant but without the access to any light vehicles. It furthermore opens up a rush for sherman which could be attained at a 30 FU discount if only lieutenant an no light vehicles are researched (which is high risk, potentially high reward).
I locked the Scott behind the "Motor Pool" because it is a light vehicle and, more importantly, since the scott doesn't have to expose itself to at gun fire and one usually has to dive for it, so hitting the field 30 FU earlier might be too powerful.
Tested the mod, seems decent so far, not sure if I'm a fan of the forced nade tech, but it's probably necessary due to timings. (otherwise, you could have some stupidly early LVHs.)
Thanks for taking a look, I think the new idea which is now implemented addresses many of the points you make. Riflemen's poor performance could be offset by the added flexibility. The new tech structure, depending on the choices of the player, also makes major a bit cheaper, if the access to light vehicles is sacrificed.
While we're on the subject of modding USF and their tech, I would propose making Riflemen about 10-20MP cheaper per squad so USF can have a faster start (especially against OKW) and then putting those saved MP (60, based on a standard 3x RM build) into the weapon racks tech. This would buff USF early game a bit while mid game cost/timing remains mostly the same.
The new teching opens up a lot of possibilities. I also think it is important to keep the changes as small as possible. I'm not even sure if anything can be done about usf at this point :/
That'd look something like this:
- Lieutenant: 200 MP 50 FU -> 280 MP 20 FU
- Captain: 200 MP 60 FU -> 280 MP 30 FU
- Major: 240 MP 120 FU -> 160 MP 120 FU
- Third sidetech in HQ: Motor Pool. Costs 30 FU.
- M20 Utility Car, AAHT, Stuart, Major: Requires the Motor Pool unlock to build.
I did one small change, which is to not bind major to motor pool, since I find that it would open up a lot more diverse builds like lieu -> captain -> major (for the same cost as the old lieu -> major) or lieu, motor pool -> major or captain -> major or captain -> motor pool -> major. Maybe this opens up too much flexibility but things like that can always be changed.
If the 30 FU discount is too much, I would tie major to lieu + capt or lieu + motor pool or capt + motor pool instead of officer + motor pool. That way the old cost structure is the same but there is the additional option to go both officers without light vehicles for the same price as going one officer with light vehicles.
If anyone has some time and is interested to do a couple of test games, please let me know