Basically, different resource distribution, relaying on heavy call-ins will leave you floating fuel and menpower starved(or at least strained). Relaying on tier armor would allow you more efficient resource distribution if you wanted to go for multiple tier units and you still could afford fuel-wise heavy tank later on.
Your "Resource distribution" will make heavy tanks impossible to attain in all but a handful of situations (When you've already won and your manpower float begins to rise; when you're in your base and you save all your manpower for a heavy). Basically, your suggestion will make heavy tanks
useless. Trust me when I say there are better alternatives to flat out increasing manpower and reducing fuel costs.
EDIT: IF YOU READ NOTHING ELSE IN THIS POST, READ THE FOLLOWING PARAGRAPH
The intention of relic is to allow you to maintain an infantry army while still being able to make heavy tanks. Heavy tanks shouldn't only be allowed to be called in an extremely small amount of situations: It's the intention that if any game lasts long enough and both players are on equal grounds, heavy tanks will be reached eventually. However, Relic also wants to make tech vehicles a viable option and wants to lengthen the bridge between infantry play and heavy tanks so that tech buildings and vehicles are indeed viable (This would lead to an infinitely more diverse meta). Making heavy tanks completely unattainable is not the solution however.
The whole reason a resource called "fuel" exists and is required to build tanks is so that there's a way to translate map control into income
and so that how much you can tech is actually reflected by your map control. Also, it indirectly allows you to compartmentalize your infantry and tank incomes.
Again, look at SI KV-2 for the refference point. Getting it is a huge mp strain, so you can't really spam it as you can currently with "more balanced" Tiger and IS costs. In KV-2 case you can get one and then you need to go back on relying on your tier units. Basically, you can still go for heavy tank, but you can't ignore tier armor if you want to stay in game. That is the point of my suggestion.
I don't think you appreciate just how much
>1000mp on a single unit is. This is upwards of five minutes of straight up saving manpower without reinforcing once or making squads at all. This is 100% unfeasible in an equal matchup: This will make heavy tanks 100% nonviable. Read my response earlier in this post: It covers why Relic doesn't want to make Heavy tanks 100% nonviable.
Tiger ace is not strong because it costs no fuel, sure that is a factor, but the real deal is it got vet3, greatly increasing its performance over normal one, not to count ability. I thought that was quite obvious, but apparently it wasn't. If you are being pushed back to base normal Tiger or IS-2 won't save you unless opponent is completely unprepared in terms of AT.
I don't think condescension is necessary. Also, if we're going to start going ad hominem, i'm just throwing your playercard - for no particular reason:
http://www.coh2.org/ladders/playercard/steamid/76561198009261973
Also mine:
http://www.coh2.org/ladders/playercard/steamid/76561198022936410
If the IS2 was 800 manpower and required no fuel cost, it'd be just as abusey as the Tiger Ace. The Tiger Ace's gimmick is not that it's vet 3 (The effectiveness of the Tiger Ace is actually around about the same as the K-T overall; actually, it's significantly less in both anti-infantry and anti-tank potency as well as general survivability) but the fact it requires
no initial fuel cost.