First, just a few things to add.
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There are two main things about the OC and its mechanics that make it functionally sound:
— at least two competing macro mechanics
— a high degree of rarity
The former makes it a much more natural balance, as macro will be competing primarily with other macro. The latter discourages abuse and causes player to think a bit more carefully about what they use the energy for. Both the Obelisk and the Queen lack this. Fix this, and many of our problems will be solved (not all of them of course).
Last I heard, each hatchery can only hold a max of 7 larvae, and once a hatchery has at least 3 it will stop automatically spawning larvae. This makes a huge difference in when to cast Spawn Larvae, as it would nearly always be best to wait until the hatchery reaches 3. (Obviously, there would be some cases where you would need to take all that you can get instantaneously.) However, if this has changed, then please elaborate on how it works now. I thought I heard something about hatcheries auto-spawning 7 after the first Spawn Larvae was used on it.
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Now for the main part.
My issue isn't really micro vs macro as much as it is thought vs attention. Part of what frustrates me about SC is that the game is already "figured out" and that all you have to do is hyper-rehearse a few strategies and boom you're ready to go pro. Outside the occasional unrehearsed click, there is very little deep mental work required during the live game. Now don't get me wrong — I understand the high importance of attention and whatnot (I get very impatient and bored when trying to play a TBS game). It's just that I observe the proportion between thought (proactive mental strain) and attention (reactive mental strain) to be......for lack of better words......imbalanced.
There is a lack of fluctuating creativity during the actual playing of the game. General gameplay lacks a large enough "mystery" factor. Personally, I don't like knowing exactly what the player is going to — no, has to do next. Being able to see that the game is won or lost 5 minutes before it's actually over completely blows.
This is where giving the player macro mechanics that are very thought heavy comes in. Instead of more of the attention-oriented, "OMG I NEED FIVE DARK TEMPLAR RIGHT NOW OR I WILL LOSE!!!" why not more of the thought-oriented, "Hmm......I could build 5 DTs, but...meh, that's too predictable......oh, how about this..."? That's why I suggested the "gas -> minerals" and "minerals -> gas" mechanics. Players could essentially "trade in" the excess of one in order to make up for the lack of another. Being able to do this would widen the possible strategies in the game and would encourage players to actively change-up their gameplay.
Edit: In case you didn't notice, my vocabulary is lacking, as I lack the initiative to find another word that lacks not in the lackless replication of the meaning of lack.
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