Azure is correct, and I will address the issue at this time with my solutions. They're being done right now (I've been working on the map for the past hour). I am adding abilities at this time as well. The map needs reduction, simplification, and less units, so this is what I'm doing:
- No P5 "Mercenaries." These were the orange units on the map posing a threat to both factions. They have been removed from the game completely. P5 may still appear in the game as "out of control" units that attack everyone and everything, but they are the result of abilities.
- There is no longer a difference between "neutral" or "civilian" units. That was a confusing concept for many people, and it is a lot better to have one neutral team for a few reasons. One, you can capture ANY player 8 unit or building on the map with the Capture ability (500 authorization, 300 minerals. Captures all neutral units within 2 squares of your general. All generals have this ability). Two, the map is less complicated and I save a multitude of units, strings, and triggers.
- Less reinforcements. You will get 3 units every 30-40 seconds or so, at any rank (they will be better units of course). Previously the reinforcement count was around 12 units per 30-40 seconds. This reflects the change in gameplay from massive numbers to massive strategy. Of course if you still
want a large army, there are more than a few ways to amass one.
- Command Points no longer spawn men automatically. I find it unfortunate that the limitations of StarCraft and Battle.net generate too much lag with this feature. Instead I will be implementing a per-usage command point spawning action that has much greater strategic potential than constant spawning. This new system is fairly simple but I won't install it until the other updates are done.
Combined with the reduction in reinforcement count, the main method of generating men is now construction. Construction technology goes in three stages: Terran at level 5, Zerg at level 10, and Protoss and level 15. Don't be fooled; there are Terran and Zerg technologies that cannot be accessed until higher levels, but Protoss
tends to be stronger than Zerg, and Zerg
tends to be stronger than Terran. Be mindful of your construction units, you do not recieve many from reinforcements, and if you fail to sustain your SCVs or Drones or Probes, and all of them get killed, you can no longer build structures. Of course that is a very rare situation but it's possible.
These changes are the basis of a better, more efficient Generals map. Expect another demo soon, loaded with all of the General's on-field powers and at least 2 abilities per General (plus the 8 normal and reinforcement abilities available to all the generals.)
That's all for now! I'll update again when these changes are done.
EDIT: I'm going to have the Capture ability only work on P8 structures. There will be different ways to capture P8 units, the easiest being the Psi General's in-field power of constant nearby mind control.
EDIT 2: Computer bases now attack eachother directly from one base to the other. This balances the map in a few important aspects.