What if there were macro mechanics for upgrades and research? Right now, all it consists of is building the appropriate building, clicking a button, and forgetting about it. I think there's a ton of potential for that aspect of macro. If we can add some extra steps within the process, making things a bit more complicated than just click-and-forget macroeconomics, then we could bring new life to the macro spectrum of SC.
The current idea I am cooking up is giving each race a building from which energy is generated to "power" upgrading and researching. For the Terrans, it would be some sort of fusion reactor (original, eh?). For the Protoss, the new Obelisk could be used. For the Zerg, perhaps a "biogenetic replicator" or something could work.
The basic workings of all three buildings would go like this:
The player would construct this building in order to have it automatically produce energy at a fixed rate with a maximum capacity. Upgrades could be made to this building in order to increase the energy generation rate and energy capacity. The number of buildings that could be built would be unlimited, but the catch is this: building more generators (as opposed to just upgrading what the player already has) would cost more minerals and gas but would take less time to finish. Something like these proportions would work:
Construction of building (Level 1 (100% rate and capacity))
— 100% resource
— 100% time
Upgrade to Level 2 (200% rate and capacity)
— 33% resource
— 125% time
Upgrade to Level 3 (300% rate and capacity)
— 66% resource
— 150% time
Now, so far as how this would actually affect upgrades and research, I have yet to decide. One way would be to simply reduce the current costs for upgrades and research and replace that cost with the energy. Another way would be to make upgrades (enhancements) cost mostly or entirely minerals plus energy and inversely make research (abilities) cost mostly or entirely gas plus energy. Finally, we could just make all upgrades and research cost nothing but energy, yet I feel that would make things too simple.
I think this could really fill-out the lack of macro-oriented skill by adding a very unique fourth "resource" (minerals, gas, supply for units, and now "supply" for upgrades/research). Players will be having to keep track of their energy amounts, which enhancements and/or abilities to go for next, and so on. This energy generation mechanic would have much of the same effect on upgrades and research as supply has on unit training. As for lore justification, each race had eventually found that a central source of energy for upgrades and research resulted in a more efficient use of minerals and gas.
Anyone else have any ideas they'd like to share about improving the whole upgrade/research process?




Reply With Quote






