
Originally Posted by
DemolitionSquid
Premise: Each race gets a building that is essentially a silo to contain resources. The silo is place-able a certain distance from the minerals like the main structure, and costs less but has much less hit points as well. Workers can be set to auto-mine and rally back to the silo instead of their main structure (Hatchery/Command Center/Nexus). This silo has the ability to slowly replicate the resources inside it, with accompanying plausible lore about mineral cultures and feeding the growth through terrazine gas. As more resources are added to the silo, the more replication takes place, essentially increasing the overall resources the player has access to by a small (balance-able) percentage. The resources stored in the silo are separate from the resources the player has at their direct disposal. At any point, the player can access the silo and recover only the entire lump sum of the silo's contents (including all the extra resources created by the silo's percentage gain), resetting the silo to containing 0 resources. This process takes a few seconds, and if the silo is destroyed, all resources held within the silo are lost.
Expanded Description: This idea promotes macro by creating choice of how to spend ones resources throughout the game. Should the player mine as normal with 100% income right away to promote a strong start? Or build the silo and allocate several workers to stockpile resources inside it, having less resources at the start of the game, but get get access to a larger lump sum later for emergencies? Is it worth building the silo, or multiple silo's for that extra boost, even though they're a high priority target for raids? Should I let the silo accumulate resources for an extended period of time to quickly produce an end-game strike force, or should I periodically recover my resources to ensure they are safe, but with less resource gain than I could have if I let it sit?