1. Losing one unit or building results in immediate loss.
Would make dog scouting risky, would put massive emphasis on micro, would make infantry unappealing. I wonder what the ideal tactic would be under such rules.
2. Losing one tank, boat, aircraft, or building results in a loss.
Would put emphasis on defense, and people would think twice before making tanks. Again, would put more emphasise on micro.
3. At the start of the game each player would start with one technician along with his/her mcv. And the death of this technician results in an immediate loss.
I think this would create some interesting tactics, and a new dimension to the game. Predicted strategies include hiding the technician inside of troop transports, ifv's, bio reactors etc. Or playing the 3 cup sea sea shell game with flack tracks.
4. Losing a miner results in a instant loss.
This would make a game with emphasis on defending ore fields. And might result in game play similar to dune, where harvesting is of utmost importance.
These are ideas that I think would be cool to implement on a final alert 2 map or new game mode. If anyone would know how to put these rules into effect on a final alert 2 map. I would care to know. Criticism and discussion are welcome.😀