What makes a good Supcom FA strategist? Early on in the Supcom FA career the player is almost exclusively concerned about what to build and how many factories to make. Instead of thinking about the game, they are trying to remember what they wanted to do before the game started. At some point the basic execution of tactics, like drops, T1-T2 switches, engineer control, micro of particular units, etc., becomes second nature and the player can begin to pay attention to the map. Once the eyes are open(scouting begins to take place)the player begins to break up the battle into multiple smaller battles that are distributed in space and in time. Each one of these has its own character, some are fights over islands, raiding of expanding engineers, transitions to T2, and each one has its own need with regard to economy cost, unit micro and scouting information. Each map that is played has its own set of battles and events that take place regularly enough for players to include them in their overall plan, at least as a possibility.
The next stage in the evolution of the player's mind is to notice the effect of the outcome of each of these separate battles on one another. Here the player begins to think about multiple battles at once, and a mechanism for multitasking is created inside their mind. It would be interesting to hear from a player like Voodoo, Zock, Lu_Xun, ZLO_RD, etc. how far have they gone along this ladder of understanding? what other structures are created?
Microing t1 arty against a T1 pd, watching an incoming army coming in on radar, deciding to pause the engineer producing factory, because the T2 stage will have to be postponed until after the result of the air fight that will take place as I send in my arty drops, did I just hear t2 flak?