I would really, dearly like to have true insta-build, insta-cost (i.e., pay now, get now / no gold, no tanks) economic model as a part of PURE's game design. IOW, like every major RTS ever made, pretty much- AoE, DoW, Warcraft series, Starcraft, Kohan I / II, etc., etc., etc.
I have figured out how to get a Unit to build another Unit within a chosen area, and subtract costs immediately, and check against available M/E. That was a fairly simple addition to the Mine Layer script that I was working on, and I have used it to prototype some stuff already.
However!
To get all the way to my goal is going to require better LUA skills than I currently possess, because:
1. This needs to be hooked in directly to the LUA generating standard UI for Builders and Factories, so that AIs can use this, and players from the world of BA aren't confused. I can't expect people to use an unfamiliar UI for a brand-new game that is still a fairly traditional RTS, in Spring, and expect good results. We have a darn-nice UI already- why make another one? Moreover, an AI that could handle this would have to be customized, which I think is silly- KAI / RAI / AAI should be able to play this game, and I should be able to make a NTAI config, so that newbies have a practice tool out of the box.
2. It needs something better than Echo to send information back to clients (which is what I've got now). I need a UI element that explains that you need X Metal, Y Energy in order to buy this (whatever), and it'd be incredibly cool if it showed the amount you're going to need and updated while it was being shown- an active Tooltip, basically, so that people can know their timing. Again, for AIs, it's going to create problems, I'm sure, because they won't "understand" why they "clicked this button" and did not get the desired Unit / Building, but I'm sure that we can cross that bridge later on.
Do I need this tomorrow? No. Can I finish PURE to Alpha without it? Of course, and in fact it's currently planned around OTA style timing and resources. Do I mind if it's GPL'd? No, I have zero problems with that. PURE already uses GPL'd stuff, and we'll be releasing a lot of the game under various CC or LGPL, minus stuff we're already using that's GPL. I don't want a private script, I want another option for basic game design, and I think many other people would like this, too.
I really need this, to get PURE where it should be, instead of just being a minor variation on an OTA theme here. In the current design, I'm already doing things to very deliberately screw with OTA's exponential growth curves, because I already did that once with NanoBlobs, and we all saw how that worked out

If you don't have time to actually do anything towards making this a reality, any hints as to how I'm supposed to hook into the standard UI would be greatly appreciated, because that's the key- I want to continue to have the flexibility to define my Unit list and develop the game balance in the "traditional" Spring fashion, which is super-flexible at this point, and add a config that specifies costs and the Unit to be bought, as I add stuff to the Alpha.
The big issues are hooking into the standard UI, instead of bypassing it, like I did for the Mine Layer, and passing some meaningful feedback to players, i.e., "You don't have enough (resource/s name/s) to build this yet". And then, lastly, the commands have to obey the standard UI stuff- i.e., Repeat, queuing up multiple Units, etc. I doubt if that'll be a major problem.
Again, any information on how to achieve this, or much better yet a working implementation with config, even if missing some of my wanted features, would be very handy. I got the Mine Layer working... and I immediately thought to myself, "well, shoot, it's not very far from this to a true SC economy model". So... I've already set up buildings that are delivered via "airdrops", with cool FX scripts and sound effects and everything, DoW-style... I've got a lot of other things done here, all ready for this model of game design, and I'm quite sure that changing PURE's overall balance to fit it will not be painful.
All I need, for now, is a script that provides the nuts and bolts to make this happen. Please help, I'm buried in animation work and everything else to deliver Alpha here, and if I could get this working before Alpha release, it'd really help PURE differentiate itself as a not-just-another-OTA-game, without the hobbling, non-intuitive features I've currently put into the game design to create some of the same problems via nasty hack-arounds and various tricks. Help me get rid of the need for smoke and mirrors, and deliver the game design I'd actually like here!