But you misunderstood what I said. Both use a pretty similar system where you don't need to build workers to gather resources for you. In Supreme Commander, you build mass fabricators and power plants for your resources. In Sins, you build trade centers and refineries. In both games, the ability to expand this economy is very high (a fully upgraded Terran planet with Logistics can fit 8 refineries, for instance), but not limitless.
The economy is Sins is not very high in comparison. You can go from +1 income rate to +2500 in SupCom. There is NO such scaling in any other game that even comes close, Sins included. Play the absolutely largest map in Sins that you can find and compare your income from the first minute of the game to the last. Even go ahead and own every single planet, max all of them out and put only economy modules in every single logistics slot. Yes your income will be much higher at the end than the start of the game but not nearly, not by the longest of shots, as when comparing the beginning and end of SupCom. And even this comparison is skewed since you are comparing owning the entire map in Sins, with only a small portion of it in SupCom. It SupCom, owning the map is not necessary in order to get a booming economy.
The difference in scope is not about the economy of the game, but the game itself. Supreme Commander has one map, and you expand on the land belonging to that map. Sins has a galaxy, and you expand not on land, but on planets. Each planet's grav well becomes a map of its own, independent of any other planet. That's the difference in scope.
True, this is a difference between the games. There are many differences between the games, including scope.
Everything in my post is factually accurate. You do need land in Supreme Commander to expand, how much land is irrelevant to the point being made. For example, you claim to have controlled 2% of the map with that massive economy. But that's a function of the size of the map, not the economy.
You are right that your starting area takes up the same physical size regardless of the overall map's size. So if the map size decreases the percentage of the map that your starting area takes up increases.
It is also true that you do need at some land to build things.
However, all these points are independent of the size of your economy. The size of your economy is not a function of the map's size. I could have gotten the exact same economy on a map of any size.
How much land is completely relevant to the point I am trying to make. It is a relatively simple one:
You don't need to control a lot of land to achieve a booming economy.
What if, in Sins, you had a galaxy map of 200 planets, and you controlled 10? 2% also, and you can create a hell of a good economy in Sins with 10 planets filled to the brink with trade posts and refineries. Or what if the map in Supreme Commander was 10 times smaller? Suddenly, you have to control 20%.
Yes, but you still have the same economy. Just because the map size changes, my maximum economy potential doesn't. In Sins, this relation is directly proportional. This is a factual difference between the two games. A difference which allows SupCom to effectively combat slippery slope.
For your argument to hold, a Sins game where you only owned 2 planets would have to have the same economy potential as if you owned 200.
All of your arguments focus on direct numbers that cannot directly translate from one game to the other in the way you translate them.
I believe they can. Once we have enough of the facts and understand the mechanics of both games well enough, it is within out best interest to learn from the successes and failures of games that have come before Sins.
But nobody has really made a good case for what slippery slope exists in Sins.
The OP seems to disagree with you and so it seems a number of others who have posted here, myself included. And I find it somewhat odd that I can publish hard numbers and facts and have you respond with "All of your arguments focus on direct numbers that cannot directly translate from one game to the other in the way you translate them" and then in the very same post in the never next sentence you state that no one has been able to make a good case. What more evidence would you like? I have attempted to bring forth simple facts, hard numbers and straight forward arguments. I don't see how else we can discuss the topic rationally. Where is the evidence that these numbers don't translate well? Where is the evidence that slippery slope doesn't exist? I have not seen a good argument against the evidence provided since no contrary evidence has been provided.
In any other RTS, once your base starts getting steamrolled, if you can't beat it you're defeated.
Yes, in an RTS that has a base, once a player is able to destroy your base, you will likely lose the game. I agree with the statement but I don't see it supports your argument. I actually see it supporting mine

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Same in Sins, if you're unable to defeat the attacking force, they just keep destroying your planets and you're defeated.
This is not the same as when someone's base is being destroyed in your previous sentence. Why? Simply because many battles would have been fought before the attacking force got into your base. Each or any of those battles could of been pivotal in the attacker reaching your base successfully, or you thwarting him. It gives the defender many chances to turn the tide. In Sins, the first battle is very deciding which is the basic definition of slippery slope.
Except, in Sins, it's actually *more* possible to survive, because it takes more time to travel between planets and bomb them than it takes to destroy one building on a base and move on to the next. And that gives you more time to make a last stand with ships/defenses, unlike any other RTS where the attacker usually focuses on all your unit producing facilities first, leaving you completely shut down.
Once that initial battle is lost whats to stop the victor from bypassing your outer defenses and hitting your factories? They can take out any hyper inhibitors with few losses and move on there merry way.
And if Flagship mode creates such a huge difference in military strength once one player loses theirs, how is that really different from an Assassination mode in, say, Supreme Commander?
Are you comparing assassination mode in SupCom and Sins? If so, then yes they are similar in the sense that once you kill the main unit (ie: flagship in Sins and Commander in SupCom) you win the game. Or are you comparing assassination mode in SupCom with non assassination but flagship mode in Sins? If its the latter, then they are different in that the game does not end right away in Sins, it keeps on going until the victor takes all the planets, which takes a fairly long time with little chance of the loser to make a come back. The very essence of slippery slope.
A more accurate comparison would of been between Sins' flagship no assassination mode and SupCom's supremacy mode. Here the game keeps on going in both cases but in the SupCom case the loser has a fighting chance since, as your units get higher in tech, your Commander is no longer top dog.
I am not sure what you were trying to get at here. It actually was sounding like you were supporting my point of view. I am glad you brought it up

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So, again, what slippery slope is there that's bad enough to warrant gameplay re-designs?
I knew it... I just knew it. Just because I started making analogies to another game's designs, someone somewhere would think that I meant that we should re-design Sins' gameplay to match

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A gameplay re-design would be warranted for Sins 2. I never mentioned or even wanted to implicate that Sins 1 should be re-designed. It has a lot of merit. I feel confident in saying that slippery slope won't be addressed before the game launches. There are likely too many other items to work on. However, I also believe it is in the developer's best interest to understand that there is definitely a potential slippery slope problem as part of Sins' 1 gameplay design. The developers can keep in mind that some non earth shattering tweaks could be warranted over the game's life cycle (for instance, giving planet developments a buff). The large analogy I have made with SupCom is only done to illustrate what slippery slope is and what SupCom has done to confront the issue so we can learn from it. I in no way want all these concepts implemented here. There are many aspects of SupCom's game play that I don't like

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