@brutus5000 said in Gauging interest for new gamemode (Full Share-lite):
That you can still play even if you did something dumb? Might be an improvement for the player who wants to continue playing after x failed matchmaking attempts.
Also I have seen enough casts where killing an ACU too early means the team loosing a playe has a faster eco development since its more concentrated. In this scenario here you get a little bit punished because you no longer have an ACU which is still quite a good weapon or resource generator to some extent.
This changes absolutely nothing in these cases. People lose a full share game like this because they gas full eco to snipe with no way to push the advantage which in turn allows the enemy team to stabilize and macro in peace. This would cause the exact same thing except it would be even easier to recover as the losing team since you don’t have another player having to readapt their macro around a new base.
This is the same argument people had explaining why full share is bad in team games. Again, if 4 eco under 1 guy is more efficient than 4 eco under 4 guys then every high level teamgame would be doing it. Every full share game would be the high level player asking for all bases at min 7 and every game with this share condition would be the exact same thing.
If people want a mix between assassination and full share then I asked Sheikah to make a mod that basically blows up units on ACU death but not structures so it’s a full share with a more damaging impact from an ACU death. I’d say it’s a better fit for 10x10 teamgames but not necessary for 20x20 ones.