I kept forgetting to make this thread, even though I kept wanting to talk about it. As some of you may remember, for a period of a month and a half or so, there were research costs for tank chassis upgrades. Specifically, Upgraded Chassis cost 500 resources, Medium cost 1000 resources, Artillery 2000, Advanced 1500 and Heavy 1500. First, I decided that the cost of research should be around 2x - 3x the cost of a tank. Mediums are around 500 and Heavies around 1300, so I went with 1500 and 3000 respectively. Then I figured that those costs were too high up-front, so I moved 500 from Medium Chassis into Upgraded Chassis and split the 3000 between Advanced Chassis and Heavy Chassis. I figured to just put Artillery in between at 2000, for consistency. The result was that it would still cost the 3000 resources to get heavies, but it wouldn't be all at once, which I felt made it much more reasonable. (As a side note, this is why I support keeping subtrees with a single node in them; they give more flexibility in dividing out time and resource costs.) Now, the effects. The first major effect was that the early-game and the mid-game were drawn out much longer. On a relatively low resource map such as Canyon, it could easily hit 45 minutes before a team had heavies on the field, if they even managed to get them in the first place. 20, 30 minutes to mediums on such a map wasn't uncommon by any means. Many people I talked to said they enjoyed how the early parts of the game lasted longer, with more usage of LT's/AFV's, even into the mid-game. It also made the distinction between resource-light and resource-heavy maps much more noticeable. Whereas before, almost every map ended in heavies, it became quite possible for a map to end without either team getting heavies. Denying refineries became more important to preventing the enemy team from gaining a step above your current team, while holding them became more important to try and get heavies before your enemy. The downside was making it harder for a team to comeback. If one team had heavies, they could more easily take refineries, making it harder for the other team to get heavies. It also made it much harder for a losing team to research heavies and push out a large number of tanks all at once with a combination of wages and team resources. However, I didn't necessarily view this as entirely bad, because the end-game would be over with quickly in such a case. Some people also said that it would cause people to stack more, but I didn't notice anything of the sort. I am also of the belief that if a stacked team would've won with research costs for chassis, they would've also won without research costs for chassis. Still, I never held a proper discussion on the matter. I'm deathly curious on what other people have to think about it. Ideally, people who played both before the costs were added and while the costs were added. I certainly put more importance on actual experience rather than plain theorizing.