In the class-selection screen, could there be a checkbox (dear God, I said it: Gui Editing) that allows one to convert all wages earned from there on to the team's resources? Eg: Mid-game, I have 800 wages. I click the box, I still have 800 wages, but all wages earned add to the team's resources. This would NOT be confusing (even new players understand what wages are, and it's self-explanatory), yet it adds a new layer of strategy. It ALSO allows losing teams to afford tanks by having the team defend enough to collectively gain enough money for a few tanks.
and what would you need it for trickster? research will be free now anyway ... ... oh i get it, youll go for 10 radars to have double resarch
It would add ALOT to the slippery slope cause people like me that only buy a tank if they are forced to will donate all their money to the team and give the comm alot more ress to play with.
yeah probably for the first radar and vf, but later on, esp with free research, money isnt (well wasnt in the last version, it has been different too) much of a problem. except for tanks, so in the end its the team which would would profit most, not the commander. but i admit, the advantage you gain by buying early radar, speak against this suggestion. it will be just another thing which promotes pure knowledge rather then skill ...
Tanks aren't cheap, and it's not every map that one gets to field too many heavies. The early and mid-game is predominated by expansion, with the mid-game focusing on vehicles. Yet the end-game is what hurts the losing team; they're cornered, have little income, and are behind in research. At least with this they can achieve a better income.
Next patch we can build jeeps for free. @ontopic: Maybe we should have a Wages -> Res and Res -> Wages system? e.g. Building arty tanks on emp_money you as commander need to build those arty tanks urself without retards building too much. With the Res -> Wages system you would just need to give the players that are assigned as arty driver enough wages so they can build one with those resources.
this is too exploiable (pointfarming for radar anyone? youll probably even be faster then with refinaries alone) and will widen the gap between casuals and regulars on a design basis when it isnt really neccessary.