1. Increase the ressources per base.
The latest mapcontest, TLMC8, allows for increased ressources per base. This will be very interesting and i'm convinced that it will make the game less frustrating, more fun to play, more fair.
Turtle games got forced by bad unit design's like swarmhosts, ravens or protoss relying too much on high tech units... Just to name a few examples.
I'm convinced that a stronger economy wasn't the reason for turtle gameplay.
I believe that a stronger economy increases the comeback potential from harassment or aggressive strategies in general, like 2base all ins, contains,... etc.
2. Consider Spellcaster redesigns
Some spellcaster just don't feel right. They don't feel good, they create frustrating ingame scenario's.
Examples:
Hunter seeker missile range is ridiculous high with the upgrade. Viper's parasitic bomb has still no counter play (similar to new HSM range upgrade), Infestor's can cast fungals when burrowed for some reason, Raven's insane auto turret dps makes ravens a stronger harass unit than the banshee,...
There are just some very bad design flaws right now.
Viper fills an Anti air role with parasitic bombs, but infestors fungal is also able to deal with clumped air. Infested terran's on the other hand are rather useless.
Why not remove parasitic bombs and let infestors deal with clumped air ?
Why not nerf raven's offensive abilities, but instead make it into a useful supporter. A unit to supplement your main army, something that is a spellcaster supposed to be.
The current raven is almost useless in low numbers, but get's incredibly strong, the more you get.
PDD is useless (one of the reasons why Swarmhosts are so strong vs mech right now). Auto turrets only get used for harass, something a banshee should do instead. HSM with upgrade becomes almost undodgeable, it's insanely frustrating to deal with.
If you keep spellcasters like raven's that strong in offensive, you will always see players just massing them, instead of supplementing their main army with them how it should be.
Why do spellcaster only fill offensive roles in SC2 ? Isn't your actual main army offensive enough ?
Wouldn't it be much better to have more defensive abilities that could get used in smart and strategic ways. Wouldn't it be better if the viper could protect zerg's unit's, instead of making the opponent's army useless for some seconds. Just an example.
3. Decrease the power of Air units in general. (Or buff GtA options for every race)
Air units should be tactical tools. Nothing more, nothing less.
Dominant air units create boring gameplay to play and watch. Air units avoid terrain, something that makes maps, gameplay and army movement interesting in RTS games. As soons as the game turns into mass air, it also often turns into a very boring numbers game. The game won't be about smart positioning or taking good fights at the right time and place. It suddenly is only about having more air units. That's all
Carrier's are just a unit that you mass. You do nothing else with it. You mass it and then you attack. Just an example.
Banshee's are a much better example of how air units should be.
Banshee's can get used for worker harass, you can punish armies for having no AA, snipe units that get caught offguard with not detection or no AA.
BUT... It's nothing more.
because banshee's are expensive, they are very fragile, their cloak drains energy, movement speed is medium (speed upgrade should get removed in my opinion, it destroys the beauty of this unit and why it was balanced since WoL).
When too many Carriers, Broodlords, BC/Ravens, Ranged liberators,... are on the field, the whole tactical gameplay collapses and the game turns into "Can the opponent get out enough AA or not ?"
That's everything. The game get's decided by who get's out more AA. A long macro game can quickly turn into an "all or nothing" situation, when units like this hit the field and that's why i think they are bad for the game and it's gameplay.
You have to counter air units, by stopping your initial gameplan and being forced to mass air yourself in order to survive. This design choice of dominant air units interrupts the actual gameplay and the flow of the game, it feels wrong and frustrating.
Glhf.