Setting up a server in 2014 is virtual, not physical, you don't need new computers to do it.
The load balance should be the same as the players would split between the servers.
The coding is rather easy as the UI is the same, only some options are disable.
I know a tad at what i'm saying since it's within my field of expertise... a working adaptation could be done in a few weeks or so by any good game programmers. It's rather the corporate administrators/structure that would slow the process... (games of power).
Thanks
I didn't mean the actual servers costing much. Rather, the team and the infrastructure supporting the beta servers as you describe them, would have to be much larger than what they currently employ.
If the game become well optimized and balanced, it would sell better as it's the same mechanic that is at work within the others mode of play.
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The COH2 concept is excellent at is core, it only need more tuning to fully realize it's true potential.
Again, this is an assumption. I would like it to be true, mind you, but I doubt it is. Balance and optimization don't translate into sales as clearly as you might expect.