(im not saying its a good idea or that blizzard should do it)
So, lets say the janitor gets drunk and
- makes the starport/stargate/spire each faction’s starting production building & not cost gas
- replaces them in the tech tree with the barracks/gateway/spawning pool & makes them cost gas
- makes the marine/zealot/ling (and queen?) cost gas to build, AND
- makes the banshee, oracle and mutalisk not cost gas anymore.
What would that look like?
(One thing I am noticing just from having typed that is that zerg would be the only race with starting/free/infinite anti-air at t0 now, as the banshee can’t shoot up at all & oracles can only shoot up a finite amount)
[1] and yes I know Viking is technically terran’s basic air unit as the banshee requires techlab & viking doesnt but A) don’t care didn’t ask, and more importantly 2) I’ve never once seen a terran rushing early air go for viking first as their starting strat (pre-scouting out enemy air building), so player habits have veto’d the viking as a basic unit, and finally 3) it’s a reactive counter-air(& colossus for some reason) unit which is NOT what a basic unit is; it requires techlab now, sorry.
besides, replacing the marine with the viking puts me to sleep. i am snoozing now just thinking about it. Banshee t0 against Mutas and Oracles is far more interesting
first, zerg would be cooked, with out spawn pool he couldnt make detection. so banshees would just a move the zerg. same with toss since oracle cant shoot up.
Make a mod extension and let’s try it out!
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unironically i forgot that oracles cant shoot up lol
so which is worse, making protoss’s t0 unit the void ray, or making the oracle able to shoot up?
does it matter, still no detection with void ray. forgetting simple thing like needing the right stuctures in play to make other stuctures that allow simple mechanics such as detection, is exactly why you shouldnt try making changes. make one races first unit a cloaked beast, while the others are now 3 building deep before detection and then not realizing how screwed the other races are is pretty bad man.
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(im not saying its a good idea or that blizzard should do it)
amigo calm down, blizzard ain’t implementing my forum posts lol
and that’s not addressing; obviously making a t0 unit cloaked would be an issue, so we just make the baseline banshee not able to cloak. put cloak on an upgrade on t2 so players who scout out the rush to cloaked banshees can have time to stall for detection.
Besides; I’ve always wanted to see banshees that weren’t cloaked forever-units that do infinite damage until enemy gets detection & then are deleted from the game, but instead have the boosters ability that medivacs have, so they do damage & harass ground units and then when the AA shows up they boost away, or use boost to dance and stutter step and micro while being shot at by AA. seems far more interesting to me than just “you cant shoot me bc i turned cloak on”. So that isn’t really a con for me anyway
This removes all interesting early game dynamics of walling, otherwise blocking units, supplementing with workers as defense, adjustments to rush distance depending on the map layout, a lot of the skill expression in map awareness surrounding limited attack paths - all off the top of my head, probably some more aspects as well.
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we have the Co-Op where things are little bit ”replaced” and more powerful.
So you can fast tech to start with Airplanes right away. Or just a hero based army, or I can have my favourit units Devourer + Guardian + Scourge from SC1. 
They are talking about Melee Gameplay, not Campaign or COOP.
So for alternate “universe” Co-Op is the way to go. At least you have little bit fun, and things are different.
you can also use the co-op allstars mod, that allow you to play COOP in melee games, though COOP was never balanced for melee, you may find it to be very unbalanced.
You can essentially pick your COOP commander, and go against all Cheater AI and still win with ease.
It’s fun, but only if you play with friends.