You should already be building base buildings at base limits so you can reinforce closer to the field. This change only affects new unit production, which would significantly speed up earlygame engagements considering how fucking far units have to trek across their HQ sectors right now.
To me this sounds like a "minor" inconvenience that Relic could solve by allowing you to queue repair/construction commands while your units are on the way.
However, the disadvantages that the new system will bring are major:
- USF and UKF have no option to place their buildings. In essence, Relic deadlocked themselves into this when they designed those two factions that way.
- In teamgame oriented maps, walking to the desired edge could take up to 1 minute. So, what do you do?
A. Spend the first minute of the battle waiting for your pioneers walk to build your T1 at the other end of the map.
B. Build your T1 locally, and then assume an additional 1 minute delay for every new squad that you want to spawn/
- Is reducing spawning delay by 20 seconds worth adding a 60 second delay to the majority of the gamemodes? Think about it;
if somebody feels so pissed about a 20 second delay (in 1v1) to create a thread, how many more people will be pissed about an 60 second delay (in 4v4)?
- Even if you try to optimize your spawn point, the dynamics of a battle change (they always do in teamgames; especially with forward retreat points). However, you're screwed, because now you are married to the spot you built your T1.
To make sure we are on the same page about this issue:
- Most people play automatch games in CoH2. The automatch system assigns people to random locations.
- All factions in CoH2 are viable to play. However, having 2 of the same faction on the same side is usually limiting (some factions lack options. E.g., OKW is weak on suppression, Brits are weak on indirect fire). Thus, you want to mix the factions, even if the random placement screwed you over.
- Some 3v3 maps are actually 4v4 maps where only 3 out of 4 spawnpoints are used. The decision which 3 spawn points will be used is also random.
This issue probably doesn't appear in CoH1 currently, because:
- Most teamgames are usually arranged through custom games. People can decide their starting locations there.
- PE and Brits are not self-sufficient factions. Even in 2v2 most people will shy away from them. Thus, the whole 'mixing the factions' argument becomes less of an issue.
- There are exactly 3 3v3 maps and 2 (or 3) 4v4 maps in total in CoH1, and all spawn points are used. Thus, there is no way that an "optimal" spawn point will not be used. However, even if you were planning on using the Automatch queue, nobody queues up there anymore.
However, the whole babysit-your-rally point is a godsent, since it allows you to overcome all of these issues, and more:
- If the random placement screws your team over, the Rally point system allows you to overcome it.
- If the dynamics of the battle change, you can choose where to spawn your support weapons/tanks/etc to support your teammates. This makes battle feel less lane-based and rewards teamwork
To sum up:
- Currently, all players on all game-modes experience a ~15 sec delay when the squad spawns?
- With the new system, players in 1v1 experience no delay. Players in 4v4 will experience a 60 second delay.
Wouldn't you say that a more egalitarian system would be better?