My solution is to reduce the complexity of the game for newer players.
As we all know there is an extremely steep learning curve for all new players, the idea is to create 3 levels of complexity within the game, basic, regular and pro, allowing players to learn at their own pace and playing within a certain comfort Zone. Also giving them the ability to progress to a higher complexity level at their own discretion.
Not throwing them in at the deep end.
So new players start at game complexity level 1
Level 1 / FAF Basic
No Reclaim Option (units should not leave wrecks)
No mass extractor upgrades
Given more mass and energy to begin with to reduce stalling *not reclaiming trees etc
Mass Cost of units adjusted accordingly (power remains the same)
This level of the game allows new players to focus on the basics like expanding, taking map control and playing with air, without having to keep up with eco.
Level 2 / FAF Regular
No Reclaim Option (units should not leave wrecks)
Given more mass and energy to begin with to reduce stalling *not reclaiming trees etc
All other aspects of the game remain the same
This version of the game would allow the progression of a player's ability to use units and keep a balance of economy, without the issue that many players fall victim to, that of donating mass to their opponents with failed attacks. Also I believe that this level will be where most casual players choose to play at. Not leaving wrecks would also mean that successful attacks would be more impactful, and unsuccessful attacks would not give your opponent an advantage.
Level 3 / FAF Pro
This is FAF as it is now.
There could also be a version that has no environmental reclaim, because let's face it, who can say their favourite part of the game is clicking on rocks and trees.
It also reduces the amount of harassment new players will face when playing more experienced opponents, as the advantages that those players have will be reduced significantly within the levels.
Such as if a player has mastered the art of reclaiming and a new player has yet to learn what reclaim is, the advantage is removed for the experienced player. Creating a much more even playing field and reduces the feeling of being overwhelmed to the point that they feel they could never keep up and therefore not play again
After a certain number of games the player can be given the option of progressing to the next level if they wish to do so, and once they have progressed they should have the option to freely move between levels at will.
These differences allow different players to find a comfort zone, as more casual players will not want to (try hard) and will simply just want to play a fun game, giving them the option to stay at a certain complexity level without feeling the need to keep up with player score, also allowing players to feel more competitive within their chosen complexity level.
Some will say that the game can be reduced in complexity with build restrictions, ie only access to T1 Tech and no air etc, but this does not accomplish anything as most new players just want go get to the point where they can play with experimental units, limits to T1 tech can be effective training for new players but not suitable to the casual gamers who will just lose interest.
Also within custom game lobbies could there be a big green light to say whether a game is rated or not, its a personal frustration of mine.
Also not rating people as a negative rating that's depressing, the lowest rating should be 0, and not giving them the feeling of being punished for making mistakes and losing games, and giving them a very large hole to dig themselves out of.
Anyway it's just an idea, I'm sure there are many flaws but maybe not too many as not to explore further.
Sorry for the late reply, and thanks for reading.
Zukko.