Scouts are meant to be scouts, they shouldn't be anything other then that. 200/100 across for all scouts make the rushers pay like in other rts games. You shouldn't get to rush and also tech just as fast or a little slower then a techer. Everything has a consequence besides rushing in this game. Go for super units you are vulnerable for atleast 7 minutes, build vehicles only n you get shredded by anti vehicle, build a second base you don't have enough resources for anything effective against an early rush(atriox being a small exception). Rushers mass jack rabbits or infantry and they can gain map control well holding off the other players, there is absolutely zero consequence for a rusher. This should be addressed asap. Rushing is a strategy and it can win yes but if you fend off the rusher they still have everything they lost, power is a precious resource not supplies. Add way more power to units that can rusher early on so the rusher is penalized for it. Warcraft 3 is a perfect example rushes can make or break you or your team, if you rushed you were down all the resources you put into it. Then the other team that didn't rush would have a tech advantage and the rushers had to play catch up which was their fault for rushing. Scouts are no exception. Marines could cost 50 power each so that they are still cheap to buy but if you want to mass them then it will be your fault if you are behind on teching and end up losing if your rush should fail.
[Locked] Design Feedback : Multiplayer