I was posting here because I wanted to get some food for thought from the game dev community on an idea I had going around in my brain. I won't bore you with back story unless you ask, so here is my idea/question/thought/etc:
Say you have 4 races in an RTS game.
Two spell casters. One is tactical and one is a debuffer.
One ballistic race.
One melee race.
To put that into perspective Starcraft 2 has three out of four of those:
Tactical spell caster - Protoss
Ballistic race - Terran
Melee race - Zerg
A debuffing race would be similar to protoss but instead of using abilites to turn a fight more favorable (ie forcefields, collosi, etc) you would use deduffing spells that would decrease range, dmg, attack speed, etc.
Say these races work in similar was econ wise as starcraft does:
Melee race expands quickly and really focuses on unit macro to makes its army size larger than enemy as well as allowing the army to be made quickly.
Ballistic race is middle econ and uses its ranged, dps units to control the battle field
Finally, the tactical/debuff spell casters expands a few times and has expensive units.
My question is would it be possible to make one of the spell casters have the strongest units/abilites in the game and not allow them to "expand". Having some sort of system where perhapes the "mineral" field regenerates and provides unlimited or increased resource amounts?
My answer to this was that this races defensive buildings would build quickly but units would have a massive increase in build time?
I am not asking really if this idea is possible but say it was implemented into SC2 right now on protoss how could the other races or this race be altered to help balance this. I was also thinking this race could expand to decrease build time. Addtional expansions would not be unlimited resources.
Thanks in advanced to anyone who provides their input. I am just trying to humor the idea of different RTS econs. Also please post any econ/resource management ideas you may have about RTS games.