In the beginning of the game you will have three minutes to start defending and building structures that will (after the 3 minutes) start spawning units. Units will spawn at every minute (after the initial three minutes are over). There will be various amount of upgrades for the towers and the units.
The default income is 10 minerals for every 10 seconds. Building terran structures (that spawn terran units) adds a good amount of income to the initial income. However, killing terran units for the killing player also gives them a good amount of minerals for each kill.
Building protoss structures (that spawn protoss units) give no income, and the killing of protoss units give no minerals for the killing player.
Building Zerg structures (that spawn zerg units) give some income (less than terran), and the killing of zerg units give some minerals (less than terran) for the killing player.
If anyone has any creative ideas please let me know below. Thanks in advance!
Hey, cool idea in general. Though I would shift around the income structure a bit. Zerg unit from origin are fed to the meat grinder. So you need many to be effective. So basically a single zerg unit is useless. Those units should give income as it should be a trade off. income vs effectiveness. Protoss units are known for their rebustness / effectiveness, and terran units are something in between.
Its like with building mines to early with the desert strike game in the arcade. If you build one to early the enemies might have more units which will enable them to get the bunker faster = more income to further snowball their unit count, they will have the middle longer, etc etc. The trade in your game should be the same I feel like. And it would be cool if you could follow the lore of SC a bit on that. Protoss units = costly - Terran units = avarege - zerg units = cheap
If you change it so that Zerg structures actually cost money to maintain (you lose X minerals every income-tick, effectively lowering your income), you've added an entirely new dimension to the map. In turn, killing Zerg units would take money away from the killing player, leaving him with a dilemma (since the Zerg units do need to be killed in order to win). The 'negative choice' may end up being bad, but I'd say it's worth the gamble. Then again, it isn't my map.
I think Crazio meant that Zerg units should be weak and give little income, while Protoss units would be powerful and give more income. (considering Zerg are more expendable than the Protoss, makes sense imo :P)
Also, you could implement the building upkeep idea for all production buildings, so that the players have to decide if they want to gamble or not by constructing many of them (thus less income but more units) or keeping a few (thus more income which can be spent on stuff like towers and upgrades).