@spikeynoob said in An "Unlimited Unit Cap" Option:
Some unit cap seems important as an incentive to not over build low tech units instead of higher tech ones. Like t1 arty spam on a phantom match, i think there needs to be a hard cap to keep that sort of thing from going way to crazy. Unlimited does seem cool as an option though.
I'm not well versed enough in phantoms to be able to judge that.
I just know that in the game mode I frequent, Seton's, unit cap does not interact with float spam at all. You can easily spam 500+ arties before you have to even think about unit cap, which is enough to stall out any navy aggression forever (if your opponent doesn't know how to deal with it) (or if he is Aeon, but that's another discussion).
But yes, it would of course just be an option, so should it ruin phantoms, the solution is to just not play with it.
@sprouto said in An "Unlimited Unit Cap" Option:
Long and short - it's possible to make some changes that make unit cap a flexible part of the 'Supreme Commander' experience and still have some kind of lid on potential performance issues.
To actually have a meaningful impact on performance, you'd need to reduce the unit cap drastically, which, imo, would ruin the game. While I do agree that you can make good games with unit caps, it is just not implemented in any sensible way in Supreme Commander.
Considering that the community seems to agree with me, as seen by the typical game options used, I think we should just play to our strengths. Removing the unit cap for those that want to, instead of redesigning the entire game to make it at least somewhat palatable, seems to be the obvious choice.