This is exactly why I’m saying it’s too strong, and you’re just bias there.
If you DID have destroyer in 6 minutes, and HC in 10.5. If your vettes were good. If assault frigs and ions were good. Then what? It’s completely broken.
Right now holding your cards like that and having no counter isn’t a big deal because someone that knows as much about timings as me can exploit HW1 to autowin. But if they’re buffed with better ships and faster research, then they’ll be the OP ones when they have all that going for them while not being an autoloss race.
“Pure” HW1 gameplay just won’t work with HW2 unless you’re going to keep HW2 tech being faster and ships being stronger. In which case HW2 races will remain having timings where they can exploit HW1 races and autowin.
I still think with having subsystems, HW1 would still hold a lot of cards. You still don’t know if they’re going salvage corvs. Don’t know if they’re going grav wells or other support things.
“holding cards” is what docking is for, and HW1 races can dock twice the units that HW2 ones can.
At the very least, there needs to be a way to counter the construction of dessies and HCs, unless you just want to have them be much weaker, which I guess is okay too.
Personally, I’d prefer HW1 units be on par with HW1. Actually think vettes should be stronger since the lack of reinforce. And well, those things mean HW1 can’t have such an insane advantage with their double production, getting ships from a single research cost instead of needing multiple production facilities, etc.
I guess it’s certainly possible to balance things out that way. Just like it’s possible to fall through a solid wall via things aligning perfectly to quantum tunnel. Though the odds are so low that it it probably has never happened, and probably won’t ever happen in for many more billion years, let alone happen to a human.
I’d not like to think too hard on how to make it balanced, because it’ll be a more difficult task than I think anyone imagines. This is far, far, far more asymmetry than SC or any other RTS I can think of has. It’s such a massive game mechanical difference.
I think you’ll just wind up with HW1 being competitively really OP since all they have to do is bomb production facilities while their own production can’t be stop. What stops them from doing that now is their tech is so slow, and production isn’t that fast considering getting the units you really want is slower even when you have double queues, that they can never fight a HW2 army 1:1 to do such things. And they’re so much less efficient RU:RU from units:units that HW2 units can lose some production facilities and rebuild them np and still be ahead of RU efficiency.
At the very least you should get get a lot of complaints like “Oh I just lost because you could kill the cap production on my shipyard when it was 99% done while I couldn’t stop your HC from coming out”. Even if you achieve a 50-50 winrate from better players than are currently playing the game, that would still feel totally imbalanced.
And I’ve been really good at foreseeing what changes effects have on things, or what is possible that people don’t know of just from looking at the numbers rather than experience…
And again, it doesn’t necessarily have to be production facilities, but SOMETHING has to change. You can’t get your pure HW1 experience in HWRM, no way.
Maybe it could be having the second production queue being a research for both MS and Cap ship separate. (HW1 really need an improve production speed upgrade as well…)
Maybe like I said, the destroyers and HCs building externally. Maybe someone has a better idea than that.
But it certainly can’t be the plain old HW1 tech tree with times change and costs added. It’s not balanced in HWRM and probably never will be.