One thing that is kinda missing in SC2 is a good reason for your Units to move out on the Map and not only camp in your base until your ready to attack. With much greater mobilitiy of all the races, it's even harder to move out on the Map, because you're taking quite a risk by doing so. All the more reason that the game rewards you for taking that risk, which SC2 simply doesn't do atm.
One big incentive to move out on the Map in SCBW was the highground-advantage: You could secure an advantageous position on the Map to partially contain the enemy and/or control key-positions on the Map. With no real highground-advantage and Blizzard saying their happy with that, my Idea was just to look at other possible incentives to move out on the Map, because I just think it's boring when the players are best served just turtelling in their bases and only moving out to attack or secure an additional expansion.
Terrain with some sort of DMG-Reduction/Armor-Bonus/Miss-Percentage for the Enemy:
This is basically a staple in so many RTS-Games and could be easily implemented in SC2. Instead of the Highground giving you some sort of defensive Bonus, why not create a Terrain, like high grass or sth, that would serve that purpose? One thing Blizzard likes about their highground-system in SC2 is, that it's so clear and easy to understand - either you see, or you don't see; nothing random and the Bonus is very clear. With different Terrains clearly indicating that it's in some way harder to shoot at the enemy within and maybe a not randomized system (+Armor or DMG-Reduction by a certain percentage) this system would be fairly easy to understand IMHO.
One major reason to move out on the Map in all the MU's involving Vultures has been clearing out Mines, so besides Mines being awesome, they'd even make the game much more interesting to play and watch!
The Mappool is just so biased towards rush-based strategies, with backdoor-rocks you can destroy, overall kinda small Maps etc.
With bigger Maps with some positions that will be advantageous for you to hold, you could give the players a reason to move out on the Map. I'm thinking about small bridges like on Destination where you could contain the enemy without totally commiting to an attack, highground in front of the enemy's base that would at least give you the small highground-advantage SC2 has atm in the early-game and just Maps that are less favouring rushes and cheesey play.
More Xel-Naga-Towers on harder to reach Locations:
- I'm thinking about Locations that are maybe easy to get to from one players base and therefore easy to defend, but for the opposing player to get to them, he'd have to maybe destroy rocks and therefore need to move an Army there. Like a far out reaching small highground-patch you can access from your main/nat with a tower that gives you a lot of vision, but with another entrance that is easier to access for the enemy but blocked by rocks.
- Another possibility could be More Xel-Naga-Towers on small highground-areas, so you have to fly your Unit up there with a dropship or sth. or get sth up there that can jump over cliffs. Maybe also with rocks blocking a ramp so you can also kill the scouting Unit by moving an Army there and kicking the rock.
Neutral Static-defense on Key-positions:
Maybe some kind of neutral Bunkers or Cannons you gain control over when standing there with your Units.
Ressource-Generators powered by the number of Units standing there:
Some sort of a Position you have to hold with your Units that will produce a certain amount of ressources for you without having to build a structure and/or sending workers there. Just depending on how large the food-count of your Army standing next to it is with enemy Units being distracted from your food-count when they stand near it.
Any1 have some other intersting Idea's?