I came up with an idea for a faction mechanic. I don't know if this has been tried or implemented before, but here it is.
Energy Grid follows these basic principles:
Shared Energy: All energy-using units (for special abilities) have a shared energy pool through the Conjoined Behaviour. Units other than Reactors do not regenerate energy themselves.
Reactors replace Supply Depots in providing supply to the faction. Each additional reactor also increases the regeneration rate of the shared energy pool. There is a hard limit on the number of Reactors that can be built equal to maximum supply divided by the amount of supply each one provides.
Peak Energy: When the energy grid is at maximum (or perhaps within 10% of Maximum), units gain a passive buff from being at peak energy. This buff remains as long as peak energy is maintained and disappears as soon as energy is used. I've also considered that the opposite may be the case, that Low Energy will impose a universal debuff.
I'm working on implementing this in data. I've never worked with the Conjoined Behaviour before so I guess I'm about to learn about any quirks it has first-hand.
My own initial thoughts on how the broader faction would be affected by this mechanic:
Terran faction that emphasizes experimental and advanced technology, perhaps utilizing reverse-engineered alien technology that requires special reactors to provide energy.
Most units should have some kind of energy-using ability, even if only as an auto-cast.
There should be alternative options for generating bursts of energy when required, perhaps by setting a reactor to overload or burning off vespene gas.
Would likely emphasize fewer units than normal terran factions, with those units gaining extra punch from their unique tricks and special abilities, putting them somewhere between conventional terran and protoss doctrines.
I'm curious as to others' thoughts on how this mechanic might impact how a faction should be designed and how they would play?