What I don't understand is why FAF players are always creaming themselves at the fact this is a high macro based game where your decisions are deciding the game situation but then get mad when you take away the option to win a game you lost 9 minutes ago by dumping infinite mass into some random snipe option. Maybe you guys should be sniping mass/e/bp and harming the enemy team by attacking their resources rather than just doing the chess equivalent of picking up all your pieces, melting them into a ball, and attempting to throw it at the enemy king piece from 20 feet away.
The problem is that if you want competitive teamgames you are assuming that they will be played with some degree of coordination between players that are at a bare minimum familiar with one another and the map and possibly in voice to coordinate further. In teamgames, as you increase the size of the game, this puts more and more of an imbalance between the individual defending and the team attacking. Take for example a Field of Isis 2v2. It's one of the safest share until death games you could possible play in a 2v2 and yet it will still lead to supremely cancer games. Why?
Here are your options if you're a hypothetical high level player with a lower level teammate that randomly matched together:
- Ignore mass in mid on your side as you are fearful of a dual snipe all in early on between a guy that could be going pure spam and a guy going pure jesters. Now you lose because you are 4k mass behind.
- Go mid and possibly die to this snipe attempt. If it's a share until death game, not only does this lower rated player now need to expand into your base quickly and efficiently to recover but he now needs to manage the game entirely on his own. Regardless of full share or share until death, you're likely to lose. But at least full share puts more of a disincentive on the all-in attempt.
- If you got lucky and got a lower rated dude that can respond to the cheese that you as the high rated player properly predicted, then congratulations, you do not lose. Instead the enemy automatically loses because they went all in and are now promptly fucked.
This dichotomy becomes more and more pronounced as map size increases. A sentons with share until death is just going to be t2 bomber rush meta the whole time with most games ending in whoever is able to crush mid player faster and swarm the map with t1 cancer spam. In a full share game, this is but one of many viable strategies depending on team layout (sometimes your air player is way worse so you need to end the game before it's t3 air stage).
I want experiences like sentons to be the typical experience on the matchmaker. I want maps where people can coordinate with one another in some fashion and have a variety of meta options based on the slot layout for their own team as well as the slot layout for the enemy team. I also want people responding to game situations as they come. Does share until death work in 10x10 5v5s where you are all right together and can easily recover from an acu loss because no one is making units or really expressing much map control in the first place? Sure. Can you do it on a 20x20? No.
REGARDLESS of all of that rant, I'm still interested in testing out various forms of full share and am working with Sheikah to see what may and may not work. I imagine as player count increases, it may be better to have things like say all structures/engies are transferred with 50% of units transferred with the 50% being decided by total mass of unit count and then going t4 > t3 > t2 >T1 until you reach that 50% value. Values can of course be adjusted but it may be the best compromise to result in a decent teamgame experience.