This is recalling a previous suggestion here, but I think it is relevant with the changes to missile combat making missiles more of a featured system.
Suggestion: Make ground unit racial attack dependent on a dedicated tech line and independent of weapons tech lines.
Alternative: In addition to current techs, make ground unit attack also improve based on missile warhead, meson caliber, and optionally Gauss ROF and/or HPM caliber technologies.
Rationale: The main reason for this suggestion, which I gave in the linked post as well, is that currently ground unit attack only improves if you research certain weapon techs - specifically, only lasers, railguns, plasma, and particle beams will affect ground unit attack. This is a notable nerf to any race which wants to use missiles, mesons, Gauss, and HPM as it forces these races to research the former types of weapons even if they might not want to. Why should a race that uses missiles + Gauss be penalized for that choice or else forced to research a weapon type that may not match their roleplay philosophy?
I consider this particularly timely in light of the recent improvements to missile combat, if we want missiles to be more widely used and viable it does not make sense to nerf missiles on the strategic level (especially since missiles are already strategically the most difficult weapon type, research and logistics-wise) by having this negative side-effect for ground units. Furthermore, the distinction is arbitrary and makes no sense - many ground unit weapons can be modeled as missiles (ATGMs, SAMs, MLRSs, strategic bombardment weapons, etc.) so why should missile warhead tech not improve missile-based ground weapons. One might make the argument that spaceborne missiles are nuclear weapons and that tech should not affect ground force weapons, to such people I ask who are you to judge me for my choice of wartime atrocities?
I would prefer making ground unit attack dependent on a dedicated tech line, because it: (1) is more transparent to the player IMO, (2) gives ground combat researchers something to do at higher tech levels, and (3) makes the balance of ground unit attack/armor accessible to DB modders. However, if it would be easier or preferred by Steve/the playerbase I would be fine with seeing missile and meson tech lines able to contribute to ground forces. Gauss and HPM could also contribute but I can see sensible lore-based reasons why they might not so I list them as optional.
I think this proposal got some legs, and I will incorporate it into my overall thinking to explore the possibility of a comprehensive overhaul of the ground unit research tree. The recent revision of ground units has brought to light potential limitations in the existing system as while we updated the ground units the tech tree is still anchored to the past IMHO.
In VB6, due to the composition of the ground units, there was a justified need to link several units to the research table. While I'll delve into this later, it was understandable but may not make much sense, especially when considering the need to research construction module to construct an engineer unit.
Considering that we already possess knowledge of engineering, it seems redundant to have to research it again simply to build a unit. With the new update system, you have the option to either design a new unit after discovering it and continually updating it, or you can auto-research all units by SM (System Manager) the relevant research and then progress. This aligns with my current approach, as I find it puzzling that we lack prior knowledge of these things, while I understand the needs of having to research a blueprint.
In conclusion, I would appreciate a system of "Upgrades," similar to the one proposed by nuclear, that enhances existing specialization rather than adhering to the current model. Ideally, we could have immediate access to all "military" units (I will still be open to researching construction and other elements for gameplay reasons).
Ideally, after selecting a unit, the unit composition could be presented as a series of panels, akin to the specialization ones, where you can decide on factors like Armor (S, M, L, XL), weapon base (kinetic, laser, etc.), and so on.
For instance, you could have a Medium Infantry with Forest terrain specialization, equipped with missiles as its primary weapon. How they use the missiles? Well we have already the CAP, AT, AV, and more, so that won't be a problem. Eventually, to extend this concept, you could also permit the inclusion of extra modules (similar to vehicle design) in all designs, further enhancing customization.
Naturally, researching the corresponding technologies would also contribute to the unit's differentiation, making ground units even more intriguing as we encounter similar dilemmas faced when designing ships.