The real problem is that potentially good macro mechanics are ignored in favor of mechanics that require frequent maintained.
For example, in the category of altering the resource curve, being able to set workers to mine more minerals per-trip but waste minerals doing so (you get 8 per trip instead of 5, but the mineral patch goes down by 12 per trip) is an interesting one. You're sacrificing long-term prospects for short-term gain. This is a strategic tradeoff, and one that would create some variation in play.
But no; ArcherofAiur and those who think like him will instantly point out that this is a simple on/off switch. It's not something you have to go to your base for, and it's not something you have to do regularly. Therefore, it is of no value towards creating interesting gameplay.




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