The goals are firstly to find a sweet spot between the lotv economy and that of wol/hots so that a larger part of the early/midgame is preserved while reducing emphasis on maintaining optimal macro on high base counts, while also maintaining a moderate reduction in the early downtime and viability of camping on 1-2 bases. This would be accomplished by partially reverting the worker and mineral changes of lotv which would also serve as a soft meta reset. The second goal is to increase creative potential and stylistic differences by adding as many units to the game as possible at conservative power levels.
The exact numbers can be tweaked, but to give a picture on the econ:
- 9 worker start
- Low mineral patches from 900 to 1200
- Hatchery supply from 6 to 3, CC and Nexus from 15 to 12
And the new units:
Terran
- Medics, Vultures, Goliaths, Wraiths, Valkyries, Science Vessels, Predators, Diamondbacks, Firebats, Hercs, Warhounds, KD-8 Reapers, Shredders, Spectres, Mercs, Shrike & Perdition Turrets, Tech Reactors, Hive Mind Emulators
Protoss
- Dragoons, Dark Archons, Reavers, Arbiters, Corsairs, Scouts, MSC, Ascendants, Supplicants, Energizers, Havocs, Vanguards, Annhilators, Wraithwalkers, Destroyers, Blood Hunters, Soul Hunters, Replicants
Zerg
- Defilers, Devourers, Scourge, Guardians, Infested Terrans, Flying Queens, Aberrations, Impalers, Nydus Destroyers, Creep Towers, Ravasaurs, Creeper Hosts, Tyrranozors, Leviathan, Brutalisk
While the unit counts are uneven, more units can be added as ideas for them are created. Some ideas I had were:
- Spear and Shield type protoss unit, biological, gateway tech, longer range than melee, high shield to hp ratio (inverse of zealot), faster than normal shield regen, twilight upgrade to greatly increase attack when shield is depleted
- Mirage, to have different model than phoenix, phasing armour passive ability to spawn a hallucination of itself when it would be attacked, 10s cd, fleet beacon upgrade for the hallucination to deal 10% damage
- Adept given air attack upgrade on TA
- Hydroach, a hydralisk mounted on a roach, can dismount, slower, has combined hp pool and the attacks of the 2 units
- Hunterlings, lair tech, tanky, cliff jumper, active ability to jump on unit and inflict a 2s stun
- Scourge redesigned to be aerial splash morphed from zerglings, essentially flying banelings, more intuitive, fixes lazy scourge lore by using existing wings from metabolic boost combined with baneling morph
The way I see it is the game has been more or less figured out in terms of unit interactions, and that is one of the main reasons for the game feeling stale. I believe a major mistake of previous expansions was not adding enough units to multiplayer, or even cutting units when they could have been balanced.
For example, the biggest issue with the MSC was nexus overcharge giving protoss free defence for the first 7 minutes of the game, but the solution should have been to shift that power into another ability that required higher combat investment, and perhaps onto a different unit, like the current battery overcharge, instead of giving them pylon overcharge and then removing the unit. Furthermore, the lotv eco would decrease the power of early scouting and harassment by the MSC, while having early access to timewarp and a flying marine could have helped protoss stabilize in the lotv early game.
Another example, the infested terran was overpowered during wol/lotv, yet was considered underpowered during hots. Instead of removing the unit, the solution should have been to revert it to hots status and balance it from there. This would have let infestors retain utility while below 75 energy like other casters, allow niche uses in harassment, body blocking, baiting friendly fire, and retain an iconic part of the race.
A final example, the campaign version of the herc has immunity to baneling splash, what if you add an upgrade to give it a 1s stun on the grapple target? Such a unit would almost certainly see play against zerg, baiting baneling clumps, catching retreating ravagers, it could even be a stopgap unit to let bio engage small groups of lurkers.
One reason I see cited by devs around unit removals is redundancy, but I don’t really see redundancy as a problem. First, redundant units can be compared to skins, even if a unit performs the same function, just giving the player a different appearance to choose from is a meaningful enough choice for games to model their revenue models around. There is little practical reason to remove a unit when you’ve already invested in the assets, you can simply balance it and let players choose which fits their style. Second, redundancy can also help alleviate the impact of individual unit nerfs on player performance.
Some examples, hellions and vultures may overlap in roles, but vultures would be better for zone control and defence and hellions better for hellbat timings and harassment. Likewise, firebats could be preferred to hellbats on defence because they can be loaded into bunkers and are trained from barracks, while providing a better transition into drop play by taking up less cargo space. You can use mercs to alleviate some of the rigidness of terran production, balanced by higher costs and cooldowns. Point is, even if units are somewhat redundant, small differences still offer players opportunities to explore and optimize while costing very little as the assets are already there and the stats can be implemented conservatively.
There are also numerous positives in the non-redundant aspects of these new units. Firstly, it will reset people’s game knowledge to an extent, and this will make the game feel fresher. New units brings uncharted territory for players to explore and for spectators to find intriguing and suspenseful, potentially increasing playerbase, viewership, and content creation. Second, giving players more tools increases potential skill expression and composition complexity, greatly increasing the skill cap of the game at its core, and likely its lifespan too.
For incredibly powerful mechanics, I believe they can always be balanced with appropriate costs. For example, dark archons can have permanent mind control, but you can limit it with a 300/300 180s upgrade and costing 200 energy when they start with 75. If the warhound is too strong, try halving its attack speed. You can make dark swarm the size of a spore crawler.
So on and so forth, everything can be balanced provided there is a will to do so, the key is to implement new things with a conservative tilt (ie deliberately underpowered or with glaring weaknesses) to not cause major balance issues. A final example, the predator is a pretty garbage unit from the campaign, so garbage you could probably implement it as is and it would cause no balance issues, and while you could redesign the unit to be viable, you can also just leave it as is for an extended period of time. It could just be a unit that is used to style on your opponent, and I think that’s actually fine. The sc1 scout and infested terran are similar in that sense, you can just leave an underpowered unit in the game and it’s not going to cause any problems, but it will create some excitement and intrigue when it is made, and that is enough of a positive to justify their inclusion imo.
That’s basically it, give the meta a soft reset by partially reverting the lotv econ changes and add a whole slew of units for players to mess with in multiplayer.
ps: While there are mods that do something similar, they always leave the new units overpowered, it would be fun to explore a new meta as new units are slowly integrated by players rather than immediately busted.