If/when mobile manufacturing capabilities make a comeback I hope they have enough drawbacks that static manufacturing doesn't become irrelevant. Things like:
- Making them require battery power to run
- Making the pieces massive and heavy (I already dislike the way the mobile delivery cannon works, if anything its model should be switched with the static delivery cannon as a cannon designed to fire while moving would be larger and more complex rather then smaller when compared to a static version)
- Only allowing them to function when something like mobile anchor blocks have been deployed
- Tying harvesting capabilities and weapon capabilities together (if you might imagine having some sort of 'overheat' system for weapons in the future, it could be that having more harvesting/manufacturing blocks would cause weapons to overheat faster unless some sort of balancing block like a 'heat sink' is added)
Whatever happens, a tech designed specifically for harvesting/manufacturing, especially if it is mobile, should lose to a tech, even a smaller one, oriented towards combat. It should be incredibly difficult, if not impossible, to build a tech that is great at harvesting, manufacturing,
and combat unless it is essentially a slow moving cumbersome beast that
needs smaller more specialized techs to follow it around like a mothership.
More then anything I dislike the idea of been able to build "do-it-all" techs, I really want to see the game evolve such that it favors building techs designed for specific roles and situations rather then building one giant tech that does everything.