Most of your points here are just reiterating what people said without addressing any single rebuttal presented in the threads.
I’ll do two:
- would make the game more fun for most players - Most players would rather spend their apm microing units, dodging shells, basebuilding, using activated powers like OC/stealth/etc, scouting, adjusting buildqueues, focusing on macro, managing drops, etc than spam clicking rocks/etc.
I would put a strong 95% of players below 1500 that think manual reclaim is a necessity to get better at overestimating the impact it does. Your reclaim brush will not change the fact these players have terrible scale, game sense, and eco management which faster rock clicking currently does not solve and a reclaim brush will put them no further in solving. If they attack moved and left their engies alone (and in fact spent more time optimizing where engies go rather than sending 10 in 1 clump all reclaiming the same thing) then they would already be better.
- functionality would be clearer than attack move's functionality is (especially for new players) - attack move often sends units in seemingly bizarre ways that I (a 1700 with coding knowledge) haven't even figured out yet, it seems to auto stop/end the order when the player's storage is close to full (people often want to overflow/keep reclaiming/not have the order cancelled), it reclaims things of lower value, and it is less clear exactly what area it applies to when clicked
If the feature causes reclaim to keep being collected even while overflowing a full bar, it actively is an even worse tool for newer players and is pretty much a noob trap.
Explain:
- The situation I would manual reclaim
- The situation I would use reclaim brush
- The situation I would use attack move
If reclaim is just manual reclaim speed, it supercedes the former. The latter is only relevant for fac attack move range.