First, and foremost; Calldown: Extra Supplies is a bad habit for lower league play, and mid-high level players barely use it. It is an emergency anti-supply block, which becomes a poor safety-net in the minds of learning Terran players. Removing it will positively make Terrans much better by focusing more on macro.
Secondly, Terrans suffer a lot from not having the ability to reinforce home bases when they are hit and caught off guard. While it is true, that the Terran should be prepared, Terran is not as privileged as Protoss and Zerg.
Terran cannot reinforce as quickly as Zerg or Protoss. The warp-ins from protoss are 4 seconds near the nexus, and Zerg can batch queue spawn, and have fast creep to run back home.
In all games, the race who suffers the most from runbys(from watching Pro play), is the terran. The two other races benefit, once again, from the following:
- Queens as primary mobile defense with the ability to heal each other when massed on home turf.
- Zerg units are fast on creep and can quickly reach the hit base.
- Protoss has a 4 Second warp in for gateway warp gate units within the radius of a Nexus, they also have Nexus Recall to reposition nearly their entire army.
- Shield Batteries with Overcharge deter harassment pretty well, and also some early aggression.
The following suggestion removes the extra supplies, and converts the calldown into a 4-man marine reinforcement drop (like in the WoL Campaign when they drop from the battlecruiser). This suggestion also gives terran option to forego economy (Mules), and Detection (Scan), for a quick fragile defense (4 marines).
Requirements:
- Costs 50 Energy and at least 4 free supply of current supply.
- Edit: Engineering Bay and at least 1 Existing Barracks on the Ground, not floating.
Mechanics and Limitations
- Pre-Requisite is an Engineering Bay
- The 4 marines can only be dropped within the sight range of the Orbital Command or other Orbital Commands.
- When dropped, the Drop-Pod is invulnerable, but requires two seconds before unloading the marines, allowing for the attackers to have time to deal damage; however the drop-pod counts as a temporary building with a rally point, allowing the terran to rally it to a strategic location.
- Marines which are spawned match those affected by current purchased upgrades.
Practicality:
- Emergency use is no longer a supply block lifter, but rather a militia force to buy a few seconds of time, to prevent production facilities, or supply depots from being destroyed due to a massive counter attack. (Not likely to be used, if Terran spends the energy for scans and Mules, but any reserves can be committed to this.
- Cannot be used as cheese, as the trade-off is clearly going to exchange Mules and cloak detection/scans, and it is very rare for someone to do this. (Florencio might find something to do with this).
- Allows for the building of bunkers next to the further-out orbital commands, and dropping reinforcements there, leading to an alternative to the Planetary Fortress (again less likely due to the heavily favored scans and mules).
- Allows for combination usage with Neo-Steel Frames for expansions into late game, allowing Terran to compete with Protoss and Zerg’s mass expansion capabilities during early-mid, and mid game.
Again, the reinforcement drops bring in 4 Marines to the field within the sight-range radius of any Orbital Command. That is why it is called an orbital command. it cannot be dropped anywhere on the map.
Overall, if the Terran gets to the point where he is dropping marine reinforcements, it means the the game has gone into a very-late game stalemate, and the superior macro-oriented player now has an edge due to energy reserves. This means that Terran now has the ability to close the game with that extra-reinforcement mechanic from their home bases, if they have the energy saved up for it.
If the Terran is not spending energy for mules or scans, it means they have enough saturation on multiple bases, and are barely harassed, or not even touched. Now all three races have rewarding mechanics if they are not harassed:
- Recall and Shield Batteries, with Overcharge from Nexus
- Creep Spread and Queen Duplication and Inter-Healing from Queens
- Marine Reinforcements.
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While it is true that the Terran can focus on making more marauders mid-game, by calling in marines from drops, the counter to any drop pod gameplay requiring Orbital Command, is cloaked gameplay, or simply out-macroing the Terran.
While some fears may also bring to attention, that this may buff up turtle terrans, they will be destroyed by out-macroing the Terran, once again, with a combination of harass, and using the right units to break the turtle defense. Again, if the Terran is relying on drops for offensive play, they will be easily defeated by conventional means, and knowledge.
Finally, this may indeed be a game changer, for mid-game or super late game, but again, the Supply-Requirement for these drops, can be punished by targeting supply depots.
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So with this change, each Race has Three Options from their Macro Bases:
Economic-Macro
- Mules
- Larvae
- Chronoboost
Situational Awareness Bonus
- Scan
- Recall
- Creep Spread Tumor Sight Range and Speed Bonus to Zerg Units
Combat Defense
- Reinforcement Drop-Pod (x4 Marines) [Can be used in combination with bunker(s)]
- Transfusion (Used in combination with Other Queens/Zerg).
- Shield Battery Overcharge (Used in Combination with any Protoss Unit/Building)
Thoughts?