Paying to "add variety to gameplay" is the same as paying for an advantage, just not as direct. Having more gameplay options in an RTS is an inherent advantage. Paying for new factions is one thing, but paying to make an existing faction more robust is an entirely different situation.
i dont follow. has it not always been like this? you had to pay to stay competetive in coh. in coh1, you had to pay for opposing front to use new armys. later you had to pay if you wanted to use new TOV units like the schwimmwagen or kangeroo. in coh2 you had to pay for new commanders and you had to pay to get the new armys.
if a new system get implemented the basict fact that from time to time you can spend some money to widen your options in the game and to enhance your chances of winning stays basicly the same.
of course there are changes in detail and we still have to see if and how it plays out. maybe it will get more expansive to stay competetive. maybe top players never have to pay a dime because they win a lot in automatch and so get rewarded a big amount of free supply. i dont see any reason to object a "play for free but pay for extra content approach" in general.
in one way or another - someone has to pay for a game that gets support. thats just the way it is and you have to pay for balance relevant core gameplay options because faceplates and skins just wont make real money.
one aspect of warspoils /cohonline that has not been discussed widely holds a much bigger threat to competitive gameplay in my opinion. in the current warspoil system as back in the days in cohonline there are items that will help your gameplay but that are not for sale. now that is just stupid in my opinion and i dont want to see it further implemented in coh2.
some commanders in coh2 can not be purchased in a shop but drop randomly after playing a game. same in cohonline: you simply could not buy the sprinting mg with the rocketlauncher (or any other hero unit if i remember it right) - you had to wait for it to come to you. after you had it, you could spend cash on keeping it active.
what i dont want to see are items in a game that you can only get by chance and that are not for sale.
this is how it should be in my opinion:
- the better players should be rewarded for their skill and effort by so much free supply that they should not have to pay real money (maybe as a reward for certain a ladder position).
- the casual player should not be forced to buy anything if he does not mind playing with fewer options.
- the eager but lazy player should be able to purchase anything there is in the game with cash.
- the eager but cheap player should be able to get anything there is by grinding.