Perhaps it is possible with adaptive maps.. Thanks for your help, I will look more into it.
Posts made by air-player
So there are no parameters from the lobby passed to the map script where I could base the spawns on? So if there is a list of spawn positions then use those, if there is a list of teams, then spawn them together etc. ? I could only effectively have a single spawn strategy with a setup like this, do I understand correctly?
@jip How will that work with an FAF lobby? Can I just set random spawns and teams and it will be able to set the spawn positions accordingly?
I would like to make a map where teams of 2-4 players spawn at one of a number of spawn sites, but randomly. Is it possible to spawn team members next to each other in a random position? Say there are 6 spawn sites (each with 4 ACU spawns) and each team spawns at a random site.
Power might be what causes these high scores, which I really don't think is reasonable because it is really not that hard building a lot of power generators.
Also early on you can just build a few t1 pgens and thats it for eco. Ecoing is not hard. What is hard is ecoing and fighting at the same time but the fighting part isn't rewarded nearly enough.
In teams where the efforts are split, for example on Dual Gap there is a player who only really does eco in the early and middle game, they gain much higher score even if the frontline players are pushing the enemies back. Sure, the team shares the economy and eco also deserves credit but destroying enemy units seems more important for the game.
I think the numbers when generating power are just a lot higher and also continuous than when dealing damage or killing units. So I think maybe this should be weighted differently. After all the numbers for power, mass cost/generation, HP, damage are all pretty arbitrarily related to each other anyways. So to have the score represent game performance more fairly I think damage dealt and kills should definitely score higher.
After a game, I always see eco players gain score 10x that of frontline players, who build and kill far more units. To me this seems like an unreasonable weighting because after all, eco is only the means to build units to destroy enemy units. It is basically the goal of the game.
Why is it that eco is scored this highly and could we ever see this weighting adjusted?
I would really like to be able to deselect specific selected units. I can't believe this feature isn't in the game.. or at least I can't find it.
Another idea might be something like built-in timers, for example for scouting. Or alerts in another kind of way, maybe when a factory finished building or some other conditions are met. This could also be scoped by team or player or subset of players, this would help coordinate teams a lot I think.
also a resource "expenses" display in player list (right now there are income/balance/storage)
I see a lot of improvement in the selection and command UI. For example when we select a group of engineers, the group should be able to build anything the highest tech engineer can build. right now, the group can only build what the lowest tech engineer can build. Something like an automatic "higher tech starts build, lower tech support build" would be very nice.
Then I noticed formation move commands can't move sideways. This might be a bug though. When a formation faces left and you want it to move up, while still facing left, the whole group rotates to face up, moves there, and rotates again to face left.
Also a "select air only" or "select land only" or "engineers only" would be useful. Something you can put on a hotkey like "hold e+mouse select" to select engineers or something. Would be nice if this was in the game fully supported without having to use mods.