Very good thread.
I think the initial mistake was the attempt to make the game more appealing to a larger audience by sacrificing depth (global upgrades for example) and instead introducing a wealth of clickable abilities.
... to bring more action to the combat I suppose.
For me the original "ram" mechanic is the best (and certainly not the only) example how this backfired in a big way.
While it sounded really cool this allowed players to reliably trade a cheap tank for an expensive one.
This invalidated one of the core principles of any RTS game: Invest in Tech now - reap benefits later.
That "ram" was the only real purpose of the T34 at that time (stats were truly horrible) hardly helped to develop an interesting meta.
I'd also like to add my 2 cents regarding the DLC model and the "Greed" allegations.
First of all: I've never bought DLC commanders as a matter of principle. It's not like I couldn't afford it, I just refuse to have a real competitive advantage.
That being said, let's look at the environment prior to COH2 launch:
THQ went belly up - the game would have died then and there had not Sega snatched it up.
Some people have held Sega responsible for the DLC mess but that's not entirely true.
Sega certainly aimed to make money BUT the earliest preorder bonuses (published on steam - reward tier 3) already pretty much confirmed some kind of ingame currency.
Though preorder bonuses were changed later on, DLC would have been introduced even if THQ had survived. Perhaps the DLC wouldn't have been implemented as callously and as obvious pay2win (till the inevitable patch) but it would have happened.
An ingame currency would solve a lot of problems but it's also very hard to design (progression in an RTS?) and implement.
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