So I'm wondering if this would work as a new type of RTS: No defined races, normal unit control, resource collecting, unit building. But each player takes turns one by one to select a number of units that they will be allowed to build in the match(and a fairly high number to allow flexible strategies) out of a large pool.
The main goal is to create a free-to-play RTS. I love Starcraft 2, but as an e-sport it's always going to struggle to grow at the same rate MOBA's do because it's not trivial for a curious fan to have a go at the game itself and the developer to still make money for it. Cosmetic items can't completely support Free-to-play (especially since unit appearance is a big deal in an RTS) but buying units with real money would upset the balance of a traditional RTS
There would still be a lot of strategic depth hopefully, because the manner and combination with which the players units would be a huge deal, and the advantages I see are:
*Brings back a lot of the on-the-spot thinking. A problem with SC2 is within a few months it becomes something of a solved game, with most pros knowing how to react to builds instead of figuring it out on the fly.
*Wide range of unit combinations increases creativity
*A lot of strategy in the picking and reacting to opponents picks
*The picks allow conversation for commentators during slow first few minutes
*Guarantees an unstable metagame and growth room, like LoL
*Picking helps alleviate any balance problems
EDIT: Added a line for clarity. You don't pick units to start with, but pick the units that you have the potential to make during the RTS game
The main goal is to create a free-to-play RTS. I love Starcraft 2, but as an e-sport it's always going to struggle to grow at the same rate MOBA's do because it's not trivial for a curious fan to have a go at the game itself and the developer to still make money for it. Cosmetic items can't completely support Free-to-play (especially since unit appearance is a big deal in an RTS) but buying units with real money would upset the balance of a traditional RTS
There would still be a lot of strategic depth hopefully, because the manner and combination with which the players units would be a huge deal, and the advantages I see are:
*Brings back a lot of the on-the-spot thinking. A problem with SC2 is within a few months it becomes something of a solved game, with most pros knowing how to react to builds instead of figuring it out on the fly.
*Wide range of unit combinations increases creativity
*A lot of strategy in the picking and reacting to opponents picks
*The picks allow conversation for commentators during slow first few minutes
*Guarantees an unstable metagame and growth room, like LoL
*Picking helps alleviate any balance problems
EDIT: Added a line for clarity. You don't pick units to start with, but pick the units that you have the potential to make during the RTS game