Currently, Empires is heavily prone to games being decided in the first few minutes, with little or no chance for the losing team to regain ground. This has to change, since nobody likes playing a losing game due to having lost their forward barrack in the first few minutes, and having to endure the next 20 minutes as a long, slow, painful push back to their start base, before the enemy team get heavies and ends the game. So, how do we think we can negate this problem? Personally, I think the loss of a barracks in the early game could be made less damaging if barracks cost was reduced to 200 again, since the increase to 400 has done little to prevent barracks spam and done a lot to fuck over the team that loses their barrack at the start of the game and has no resources for another barrack. Radar cost could be decreased as well, to ensure both teams can start researching, even if one may have a resource and territory advantage over the other. As well as this, early game vehicles should be a lot cheaper than what they are now, meaning that the team with the refinery disadvantage can at least field a nearly equal number of vehicles to push against the enemy team. Conversely, higher tech vehicles such as heavies and artilliery (mediums should the same price, since they are used little enough as is) should be considerably more expensive and take more time to research, meaning the team with the research and resource advantage is not as able to completely fuck over the enemy team as they are now, instead giving the losing team more time to push back, and even out the game. How else could we avoid the current slippery slope problem in Empires?