Basically, Tholan, here's what I don't understand about the supposed slippery slope in Sins.
Let's use your example:
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.
So basically, your opponent wins the engagement, and we make the assumption that he has enough forces left to press the attack. Agreed?
I agree with applies to Sins, but not as much in SupCom. Even if the initial battle is relatively decisive. Read on and I will explain more inline.
Translating it to any other RTS, your opponent defeats your main 'army' outside of your base and has enough units left to press the attack. Any other RTS: He then proceeds to either bypass your defenses if possible, and attack your production buildings first, and then mop up what's left.
It is important to note that investing into defenses is usually a very situational. It is usually not recommended since a mobile force is so much more useful and most players don't do this unless they absolutely have to.
So, instead of using your economy to build defensive structures, you will ALREADY be pumping out your replacement force BEFORE you have even lost, or even engaged in, that initial battle (remember the infinite build model we talked about? All your factories will be continuously building more units). So by the time the winner's attacking force meets up with your lost retreating force AND your re-enforcements, you will be nearly on equal ground. And if for some reason you are not on equal ground a your Commander is more than enough to put you back on equal footing. You have to remember that don't NEED to use your Commander on the front line right away. He often is part of it, but he is usually trailing . So he will likely be back in your base, or on his way to front lines, when that first battle takes place.
So replacing your units happens much more slowly Sins which can give someone a chance to get deeper into your territory.
And even if the winner does not push deep into your territory and simply decides to take one of your outside planets, this still spells ultimate doom for you. Now not only are you dealing with a superior fleet, but you are also dealing with a superior economy. Not to mention your opponent has the advantage of increasing his unit cap further than you. In SupCom both players are subject to the exact same unit cap throughout the entire game.
Sins: He then proceeds to either bypass your defenses if possible (phase inhibitor with defenses clustered around it make taking out the defenses more or a less a requirement, unless he's willing to suffer heavy losses trying to just knock out the ihhibitor) and then attacks your shipyards, and then mops up what's left.
Here you are making a very dangerous assumption that you have already invested a ton of resources into defense at your choke point before the first battle has even happened. If this is the case it becomes even more likely that an aggressive person will win that first battle and overwhelm you with units (since he invested everything into a fleet). Further, I was being kind when I even stated that the aggressor would have to target the inhibitor to get past your front line. The first battle usually happens before either player has this technology and the aggressor can simply walk through.
But again, lets have this discussion again a few months after release. I suspect there will be some balance changes in this regard. If not, I would like to see if you have the same view point at that time.
In just about any other RTS, the time elapsed between breaching the forward defenses and your defeat is usually pretty short,
True, but careful about lumping SupCom into that bucket. Units are constantly coming out of your factories. The first units involved in the first confrontation is usually a very small fraction of the actual force that both sides have under their command.
depending on how large your base is, but you must admit usually if enough enemy units get into your base you really can't do anything to stop them.
If they actually get into my base. There is a lot between them and my base though.
You also have to consider air tactics. One popular tactic is to load up an air transport, fly it past your enemy front lines to the back of his base and start to build a factory of your own there. Because you are not limited by a concept like phase lanes, such strategies are possible.
SupCom has a plethora of tactics that can be employed. There is also something called the "Ghetto Gunship" which you could use early to get a leg up. This also takes advantage of air units.
This kind of thinking doesn't even apply in Sins due to the restrictions imposed by phase lanes.
In Sins, the time elapsed between the breach of the forward planet and your defeat is a lot longer,
As is the time it takes you to build a reactionary force since you can't set your factories to build continuously AND you generally don't build multiple factories to help you churn out units AND you can't assign engineers to assist a factory to churn out units more quickly. There are a lot of factors here you are not mentioning.
due to a) necessity to destroy the planet's infrastructure to deny you building rights once he leaves,

longer travel times - have to go through the entire planet's gravity well, plus jump aligning, plus phase space time, rinse/repeat per planet, and to a lesser degree c) your empire in Sins is generally more spread out than your base is in any other RTS. Granted, in most RTS games you can have mini bases set up in various parts of the map for quick access to an area, or whatnot, so c) isn't a very strong point.
All these points I agree with.
Just the time difference alone gives you more time to either fortify your next best defensible position and rebuild your fleet, which typically isn't possible in other RTS games.
Well, as I tried to point out before, SupCom isn't your typical RTS. If you were referring to any other RTS I would agree with you.
Again, I am reserving judgment on this particular point. There are a lot of facts you are not including in your analysis when comparing to SupCom. My personal feeling right now is that in a competitive game between two relatively equally skilled players, slippery slope with be very apparent.
So, considering that, what I'm seeing is that Sins is quite a bit more lenient to the 'losing' player than just about any other RTS I can think of.
Not if you consider all the facts.
?? Are you supporting my point of view again?
The opposite. Losing your most precious unit (regardless of game mode) in SupCom can easily result in a simultaneous destruction of your base. Losing your flagship in Sins means you just lose your flagship, and nothing else is directly affected by it.
The key word you use here is "can". Sure, you can kill someone's commander in his base while in Supremacy mode. But how did those units get to your base in the first place? You are incorrectly making the assumption that after that first battle, they can just walk in. Many battles would need to take place for that to happen. Further, if for some reason the guy didn't noticed he was getting attacked and just sat there, well perhaps he really is the lesser player and should lose. But realistically I would like to think he will have enough insight to move away from his base. And if there is water nearby, walk into the water so the land units no longer have access to him and he survives AND he lures the units from his base.
But the fact remains that in SupCom your commander is NOT your most "precious" unit as you so put it. His potency on the battlefield becomes far less pronounced on the battlefield as the higher tech units start coming into play, which does not take very long. This is not like a losing your flagship in Sins.
Yes, but it would be wise to have in depth knowledge of subject matter at hand to make your counter arguments make a lot of sense.
Everyone is able to twist words to make them sound how they want them to sound.
I would rather rely on facts myself

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My knowledge of Supreme Commander mechanics is quite enough to put up a good debate

Even if I don't know the specifics of one of the game modes.
I am honestly not trying to be cynical, but with all due respect, your arguments with respect to SupCom's economy are so off the wall that I can only conclude that is because of lack of knowledge. And that is fine. No worries there. Heck, who the heck want to play such a bass ackwards game anyway

. But without that knowledge, I am afraid your debate really falls apart.