Also I guess to just get a quick recap of the discussion that was going on before the thread locked:
- Full Share v Share Until Death
Yeah I don’t need to do a general poll on this. This is a game design question where I gather experienced player input to make the best decision for FAF. It is almost universally agreed at top level that full share is the superior option for something like 2v2 in terms of gameplay. I don’t really think I need to go in depth on this as it was covered in several discussions about TMM on the forums, Discord, and developer channels. But if I need to explain it once again then let me know.
Beyond that full share means that something like a disconnect doesn’t automatically lose the game, a clear concern when you are randomly matching people.
There is also this notion that when you die the game is over for you. That’s not true at all. You die, you are now free from general macro management and can instead look at the whole map and get a solid idea of the best moves. If you are dead you should be giving clear and concise instructions to someone on the best general things to do/work towards over the next 5 minutes so that you can win the game.
Count air factories, look at where enemy is planning on pushing, look for upgrading factories, count enemy mexes, see what comparative advantages you have that can be pushed.
Attention SHOULD be transitioned from 2 people managing their half of the game and trying to quickly gauge the best moves to 1 person trying his best to handle the apm aspect and another trying to do the thinking for the other guy.
If you sit there and space out, then you just gave up on playing the teamgame halfway through and really left your teammate out to dry.
- Phenom
When it comes to 2v2 asymmetry is highly preferable, this is once again about gameplay. Asymmetry requires players to think as a team and look at the whole game situation rather than mirroring what their opponent is doing as though they are playing 2 1v1s. Phenom is intentionally played with these slots because it results in this dynamic and is preferable to a guaranteed 50/50 horizontal map split that defaults to eco sim for every game.
I include some symmetrical 2v2 maps, but they are intended to be introductory maps (badlands or isis).