
Originally Posted by
SaharaDrac
I would make a macro mechanic that requires you to make a thread about macro mechanics in order to get an economy boost. That way this forum would have the best clan on the ladder.
I'm not sure Archer would like this, as most players would just put a macro thread as their homepage, thus taking away the target decision making of scrolling to find a good thread to post in. But I digress, as I am not supposed to ridicule people's ideas......
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Anyway, I've had quite a few ideas in the past. The most recent one is a newer version of the Queen. It basically makes it a literal moblie hatchery — same overall costs with a few tweaks. In some ways you could look at it as a heavily modified version of warp-in.
Now specifically for resource macro, I think we should try non-unique mechanics again.
Gas —> Minerals
One idea is to use vespene gas to boost worker mineral gathering on a per-trip basis (as opposed to a time interval). It should either decrease the time it takes for a worker to gather a chunk of minerals, increase the amount of minerals brought back per trip, or a mix of both. Also, the effects wouldn't stack; instead, the more you boost, the more trips the effect would last. Either way, you would select the number of workers you wish to boost and then boost them for a fixed amount of gas per worker (probably 10 points per worker).
In some ways this could include Archer's targeting decision, as it would be unwise to always select all of your workers and boost them for several hundred points of gas. Gas is a sensitive resource, and most of the time you only need a slight boost in minerals. So, the targeting decision would come in the form of having to either deselect workers from a hotkey group or manually select workers at a specific resource node.
Minerals —> Gas
Another resource mechanic is a modified version of the original gas mechanic. Instead of getting a flat refill of gas for a flat rate of minerals, the effect would degrade each time you use it. This degradation would come in one of three forms: either less and less gas for the same amount of minerals, the same amount of gas for more and more minerals, or a mix of both. In between these "phases" the player can obtain fumes.
The big question is, should there be a fixed maximum number of phases? Obviously, if it is set to return less and less gas, there would have to be and end at some point; however, this wouldn't necessarily be so if you can get the same amount of gas for an ever increasing amount of minerals. In theory there would come a point where additional gas would just not be worth the minerals anymore, and it would be cheaper to expand instead, but this would be a natural limit as each player would have a subjective value on gas.
The big advantage of these two resource mechanics would be allowing players to explore different strategies and build orders. Players who are gas heavy (high tech and casters) or mineral heavy (low tech and warriors) could use these mechanics to really make their own gameplay, and thus make it more fun and interesting.
Of course a very important balance issue would be to ensure that, even with a perfect back-and-forth between these mechanics, there is a net loss of resources. One should not be able to rapidly switch between mechanics in order to gain more resources than someone who never uses the mechanics at all. If you pitted a person who never used them against a person who used them at every chance possible, the latter person should only end up with about 85-90% of the resources that the former person does after the same amount of time. The mechanics are for a quick boost, not continuous abuse.