I just played a FFA where i started core ships, went core walkers, lost both those factories, ressed an arm con, went arm tank for a while and was down to a single Freaker for core tech. Made core tank factory, lost my arm tank Factory to nuke, played core tank for a bit, got an arm air con, made an arm shipyard, lost my core tech entirely, took over the sea, made an arm air plant, and captured a core hover con for the grand finale where i built a zenith.The factory diversification enabled by merging Arm and Core was unexpectedly beneficial for team games. There are now enough distinct "factions" for each player to feel like they have something unique to contribute. Consider a large team game on a wide open map. In CA, most players would play Arm or Core Vehicles, with some air support, and maybe a few playing bots. In Zero-K, the most straightforward options are Rover, Tank and Hovercraft, which already feels nearly three times as diverse as Arm vs. Core vehicles. There are even more options though, as Cloakbot and Shieldbot work well anywhere, and there are niches for the remaining three factories to fill even on a wide open map. In general, any of the ten factories feel viable (eleven if there is enough water), which makes it highly unlikely that the players on any given front end up in a mirror match. It feels good to be one of the few players in a team with your set of units, it gives you a distinct role, and this is most of what I want from factions.
Bandit Rule: Raider speed is at least 90 elmos/second.There is a subtlety to Quant's Rule that highlights the difference between balance and design. A designer is like an architect, with a high level idea of how units should feel and interact. The balancer is like a builder, implementing the details of a design, finding numbers that make units behave as they should. The same people often do both jobs, but the mindsets are different. Quant's Rule is a guide for those deep in the weeds of balance, where things are made much simpler by not having to simultaneously think like a full designer.