@zeldafanboy said in Issue with t3 air factory roll off time/next build delay:
Lots of other games like BAR or Planetary Annihilation work this way, and they actually have a meta of surrounding a single factory with lots of build power. In FAF doing this is much less efficient than making an air grid, yet it's also mechanically chunkier.
Prior to engymod, FA was played that way too, but I think it is much better for gameplay if heavy assistance is discouraged. Factories can only produce one thing, so if someone is using factories you know what they are going to do and can make long-term decisions using that information, it is also indicated on the map when these factories are upgraded. It is feasible to count how many factories someone has to get an idea of how much resources are devoted to making units, but once there are varying numbers of different tech engies assisting things it is pretty much impossible. If they have a lot of engineers instead of factories they can rush up an HQ, start spamming corsairs, throw up TMD/shields quickly, or something else unexpected. This is supposed to be a large scale macro-oriented game so you should be penalized for taking the highly flexible option that obscures strategy rather than committing to something. Engineers spam is also undesirable for performance and aesthetic reasons.
I do agree that factory roll-off time is not an acceptable way to nerf assistance and it should be as minimal as possible.
It is unfortunate that buildpower spam is the only way to construct experimentals, nukes, t3 arty, etc.. It might be interesting if those blueprints were exclusive to SCUs, SCUs couldn't build normal structures, and those structures and SCUs had greatly increased buildtime and buildpower.
I also think the engy/factory ratio is too low for t1 and t2 factories since it takes a very small number of engineers to stealthily double or triple your tank/inty production. You should be able to just match factory count with your opponent and safely expect to have a similar unit count.