1- Different victory conditions. Atm I am aiming for three victory conditions for the default mode of the game: i) destroying the enemy main building, ii) accumulating a certain amount of a resource, and iii) holding a control point on the map for a certain time. The idea here is that players would change what victory condition they are pursuing on the fly during a game, making it more dynamic. They also have to "predict" what victory condition the enemy is pursuing. Do you think this would work well / is feasible at all?
I am particularly excited but doubtful about the condition of accumulating a certain amount of a resource. My idea is that some players could decide to use all of the resource to try to gain an advantage, while others could try to save some of it little by little, hopefully making for some interesting decisions players would have to make. Would this work at all? Or would players never save/not use the resource? I am thinking it could maybe work if the amount needed to win was fairly low, but I am not sure.
2- Units going up in rank. I´ll be honest, the design of the game does not call for the feature of units "leveling up" of sorts. It is supposed to be a fast, competitive game -taking perhaps 20-30 minutes to finish at most.
But the feature undeniably adds some level of fun. Plus to make it more dynamic I thought that unit upgrades could be linked to the rank of the unit -ie. a unit is able to use a new ability when he reaches rank 3 for instance. I am just not sure how this would play out. Take into account that I want units/battles to last a bit longer than those in starcraft 2, and that players will control at most 15-20 units.