@pure said in Full-Share Cannot Avoid Reality of Math:
Look at how much Mass a T1 Mex vs a T2 Mex vs a T3 Mex provides. Is it a linear relationship, or exponential? Do I need to spell it out?
It costs more too, not really sure what point this is trying to make. You actually get lower and lower efficiency the higher tech you go.
In the initial stages of that map one player is going mostly ground, two are going mostly naval, and one is going mostly air/eco. These domains are isolated from each other, and in the middle is a giant chokepoint. I don't need to be more pedantic about this. Like with any large map, losses even in No-Share are negated by large distance. On this map it is generally safer for each player to eco. No need to risk assaulting the enemy ACU either.
Its just a single scenerio that honestly isn't that amazing, despite the hours spent on it. Its very specific and provides a single type of game. It inherently provides a "coziness" around ecoing in your base, which attracts those who enjoy eco, which feeds itself into the type that would enjoy Full share (that promotes eco).
Funny. I've won games from the traditional navy slots without making even a single boat and instead making air and land via proxies.
They're also not even remotely isolated from each other. I've won games as north rock by making navy in south sea or by crushing the entire map with t2 air and drops. I've also won games by making almost no land and tons of air from front. Just because low level setons is set in stone and one dimensional doesn't mean higher rated people don't play it completely differently. It's easy to crush people who are being ecowhores on setons if you're decently competent.
I'm glad nobody has yelled at you in the niche of Setons. Guess what happens everywhere else? I have had plenty of teamgames where my team wins because I died.
Skill issue for the enemy team.
The more players and larger the map is, the more risk this carries. That is why it is such a breath of fresh air when a map doesn't have a dedicated air slot. Going all in on air requires more risk of time and eco for lower likelihood of reward.
Players generally do not want responsibility to contribute to air, so they favor maps with a dedicated slot. They can ignore air responsibilities, then blame air when it goes wrong.
Skill issue.
Cool story. Etiher way, FAF community isn't different to other game communities. The community will at large tend to settle on a few popular maps that also happen to be the "warm and fuzzy-est" Anything that is large with a tight gap, chokepoint, or huge physical obstacle that allows for more eco. Anything that has a dedicated air slot.
These maps inherently promote a move to full share.
Skill issue and the literally the opposite of reality. You're basically describing dual gap and its many variants which are almost always played without full share because that map style is the only one were one guy dying doesn't instantly end the game.
Likewise, other games also tend to be balanced around a core concept. Since you aren't interested, I won't spell it out for other games, but it is clear that FAF does have them. one of them for example, in most other RTS games, counters are much "hard-er" counters. In some games, an anti-air unit will obliterate any and all air threats that so much get an idea to move towards them. FAF is on the softer side, more like Sins of a Solar Empire. By keeping things on the softer side, and having simple unit types, really narrows and focuses the gameplay. Less micro, more options.
Fair but has nothing to do with no share vs full share.
Now, I saved my favorite for last. It's an innocuous comment on the surface but it brings us to the crux of the issue:
I didn't say it was easy, just simple or straightforward. If the community only wants to promote gametypes that favor APM, I'd rather go play starcraft.
Firstly, it's not simple or straightforward to manage two bases, and secondly, to put bluntly: What the hell are you even trying to argue?
Are you just trying to have the game end as soon as one person dies? If so: WTF? How is that even remotely fun? It promotes awfully boring gameplay where people play passively and go for boring t2 air snipes and eco.
In no share games, one of two things happen when someone dies:
- Game ends because enemy just rolls and you can't recover lost infra in time. This is boring and leads to generally bad gameplay.
- You spam build power and hold. You spend a ton of apm and effort in general to rebuild, and now you're back to basically the same apm issue.
Your stance fundamentally does not make sense unless you actually just want the first death to mean the game is over, because in 20x20 maps with spread out spawns (all of the best maps are like this) that's what happens.