It soon dawned on me that SC1 haven't had a map where the gameplay is focused on turn-based strategies (except Dragoncraft, but you don't actually fight with the units, which sucks).
The obvious problems are... obvious...
like how there isn't enough controllable variables that a map maker can easily manipulate, like %'s, dodge rates, and etc...
or how turn-based strategies is such a big departure from normal SC, even the UMS section, that players will probably be confused...
The biggest problem is that the rigidity of Turn-based strategy games is just doesn't fit SC1.
BUT I think I found a workaround system.
The map will work like this. Players are divided into 2 teams, and the objective is to kill the other team's base.
Players are given limited resources each turn, which they can choose to buy stuff or save up. When they are ready, all players receive 30 seconds of "action time" where they can use whatever they have to do whatever they want. However, at the end of the timer, things that haven't died yet or expired are kept and healed, and the turn ends.
example
So far, it isn't too different from micro games like Uberena and Random Unit Battle.
What I intend to do is have peons build buildings that each have their own effect.
For example, Hatcheries will automatically spawn a zergling every single turn.
Certain "Builds" that I am planning will be very "Game ending", but I feel that Hard counters is one of the perks of turn-based strategy games.
Of course, with building management comes Diplomacy/Area defending mechanics. Buildings on geysers will award the entire team extra resource.
Here are some that I've thought of
Buildings example
The buildings need to be able to have their own sub-gameplay mechanics that can be exploited and countered by smart-players
Next, Special buildings (things that can't be built) will act as a Turn "Enchantment", where it's effects only lasts for that one turn in which you bought it.
For example, the psi-emitter will block all of the opponent's buildings functions for that turn.
Or make it so that all units spawned is an infested terran.
Or double the amount spawned.
These things will affect the entire team (opponents or yours).
Lastly, Units will be upgradable to Hero units, for a price, further giving more incentives to save the units.
Each hero unit will also have one ability.
For example, the Archon hero's ability is to take control of enemy buildings near it.
Dark archon, probably take control of enemy units near it, if I don't give it Mind Control (So no problems regarding controlling other people's hero units and stuff like that).
Problems.
1. Where should units be created? Should it be from buildings, or have a buying system by moving civs into beacons. If I choose the former, what about buildings that are built inside the arena, how'd I control units being built from those? If the latter, there're too many units available to buy, and it's a clunky system.
2. How will I be able to inform the players of all these things, like building effects, special buildings effects, and hero abilities? Easiest way would be to make the game progress slowly, giving players more time to absorb the data... But that may crush "aggro" strategies.
3. Is thirty seconds enough?
4. The game inherently forces the players to stall, which I believe can be solved by having game-changing effects, such as maybe doubling the amount of units being spawned, and etc. But how far should I go? Also, what sort of things can counter it?
5. Should I give players specific Tech Trees, for example, only certain units/buildings can be made when you have other units/buildings? It helps to draw out the game and ease new players in, but the con to that is that it fucks up some strategies.
6. NEED MORE IDEAS!!
So yeah... I don't know... give me your two cents..
If you don't understand..... then read it again!
None.