Legal/Disclaimer: Anyone hereby has the right to copy/redistribute/implement/etc the following in whatever they see fit with out my explicit permission in their game/product/etc. I don't believe game mechanics have any legal basis for copyright but just in case I just wanted to get that garbage out of the way so nobody has to think about it, since I know of another game where something similar caused unfortold amounts of drama. - The posts describing the systems are fairly long. If you dont have the time keypoints are highlighted in Purple. Before I start I would just want to point out that all the following systems I'm about to describe DO NOT force you to change the way you play at the moment. If you are in love with the way you build, control units and such then you would be able to continue to do what you do best, the systems I suggest merely provide an alternative control system that happily coexists with the current systems with out even requiring a toggle switch. While I would love for the following to be in the game, if it would just be feasible to mod it in the game that would be awesome too. Currently, while I haven't looked too deep into it, I believe it's not possible to mod this level of control. Okey, so I like game that have a powerful base building system in them but I feel the classic, click unit, click building, place building, doesn't really work too well after a certain point. I'm not saying it's unusable, I believe it's perfectly fine for games with relatively small bases, just that there are a LOT of small issues with it with large gameplay ramifications. I believe when playing the (very average) player should be able to play on a 30% split between the important activities of the game: 30% time spent building things and base management, 30% time managing units, 30% scouting, intel, strategy and tactics (and 10% left is for reacting to enemy moves). Right now I feel a lot of factors kind of force the game into a 70% time building stuff, 20% simultaneous managing unit management and tactics (ie. send balls of units in roughly the right direction), 10%, if not less, reaction time. Things that slow building things: you have to manage rally points for all your buildings you have to micro manage workers to build things once you get factories in more then one area (ie. forward bases, side bases, etc) it becomes difficulty to manage those there's no way to rally unit types; ie. things like rally all workers from factories to one point you can only build multiple things via shift click with a set of workers if a worker dies you lose the entire shift chain of buildings you can't tweak a building chain once it's started you can't assign workers to build something if another worker was assigned a shift chain to that location if some large group of building dies you have to waste a lot of time rebuilding it you can only start to worry about rally points and unit production after the worker started building (ie. backtracking problems) due to the hectic nature of build things quick you dont have much time for sophisticated layouts Units are a lot more manageable but you still suffer from similar issues, such as everything being a "ball" of some description: ball of bots, ball of bots with tanks, ball of artillery, ball of aircraft. This is largely because there's no current way to organize units in a "smart" way and there's no system to make it easy to do so. In addition another issue with units having no "deep purpose" to them is that the players incentive to "keep a group of units alive" is somewhat nonexistent; almost all groups that attack an enemy are sent on a "victory or death" mission, which is FINE, but makes for somewhat shallow gameplay mechanics and reduces the number of possibilities. Tactics fortunately suffer from only positional issues, ie. it's not as easy as it could be to move units into the correct locations due to sphere mechanic of planets; coordinate attacks are also hard. Same for flanking. A big issue in my opinion is that if you have multiple dedicated groups, once you select them all they become one giant ball; which tactically is unsound since while a super ball does the job it also means the players forces easily get concentrated into one place, thereby the possibility of multipronged attacks is dramatically reduced due to balls of units being hard to split up (other then into balls of single units, ie. giant ball of only aircraft or giant ball of only tanks; which are really not much better if not strategically dumb). Distributed Base Building The idea is simple, instead of having a worker build things you just designate a "plan" and workers which are idle (as well as not on "hold position") will come and build it. You are able to create a plan even if you don't have any builders and you can even plan buildings which you don't even have access yet such as advanced factories. All your planned buildings would show up in a que. You will see progress as well as be able to move builds up or down the que, ie. change their priority. Via the que you can also set: worker que defaults: how many workers should be building a building by default (numeric slider, default: 1); which type of workers are allow (options: bots, vehicles, ships, aircraft, orbital, default: all) worker que item settings: how many X additional workers (ie. default + X) to assign to project, worker type overwrite, cancel option, skip option (ie. not canceled but will be ignored), ability to move item up or down obviously (preferably this would be select items / drag to allow for multiple at once) The plan would also show building stream costs. Which is to say not the cost to build it but the cost to have it. So if say you have a land factory you would see -12 metal -675 energy in the que. This will help a lot in avoiding the constant "economy gone to ****" syndrome which currently can only be avoided either by memorizing very exact build plans, using very meticulous strategies when building (ie. know requirements and build just enough power and metal before building factory, repeat) or just plain going panic mode after it happens (from what I've seen usually always end up with panic mode one way or another). Here is a simple concept: Just to be clear in the concept above the maximum allocated workers refer to how many workers can work on something over the entire que. So basically if you set it to 10 and you have 20 buildings qued and you have 1 woker per building and 24 workers you will get 10 of those 24 workers go build 10 buildings at a time. That said, if you set extra workers on any building to say 15 then you will get 16 workers working on that building and nothing else being build since the logic would be: player initiative takes precedence, since max workers were assigned nothing else can be built. In the build que the little wheel next to the name would indicate buildable status: white means it's qued, spinning white means its building, red means its unbuildable due to various factors (you would be able to hover to have it tell you that you either dont have any idle workers, don't have correct fabbers to do it, its not accessible to the fabbers you have, etc). The edit icon at the end would open the building view (even if its not built or started yet) you set any options and they would be persistent. Even if the building is destroyed the schematic would remain and in planning mode you would be able to just select the building with a wrench to fix it (ie. add it to a que to be rebuild); obviously area commands would work fine if you have no economic worries about order in which things are rebuilt. In the edit window you can also set special build options such as "only build with air fabbers" which completely overwrite defaults. This is useful for say forward base building and such. If the building's build options have been edited the edit button will show yellow, if the buildings unit production and rally points have been edited the edit button will be red and if both have been edited it will be orange. You should be able to move buildings that have not started yet in planning mode. Just in case you made a small error in positioning. Some more building templates for visualization: From left to right forward teleport, production, siege, defense. If you've just skipped to these images, no THIS THEAD is not about building templates. Images are just there to illustrate some concepts that are harder to put into words and proof of concept.