@ftxcommando said in Full-Share Cannot Avoid Reality of Math:
Error 1: "Full-Share Cannot Avoid Reality of Math"
There is no 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?
Senton is not a lane map, lane maps don't exist aside from misunderstandings of how teamgames actually work. Any high level senton game is ultimately decided by questions of mass concentrations, in particularly competitive (read: tournament) games this can be seen by players optimizing gameplay around extreme air heavy gameplay, walking 2 acus mid, and massive land spam including early bombers/labs from the front player. Fighting over the mid reclaim becomes equivalent to fighting over the central 4 squares in chess and every piece coordinates to make sure you express control there and later jump from that to control elsewhere.
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).
Your idea of the optimal strategy does not play out in any high level senton game. You can go ask Yudi, Nexus, Farm, Foley, or any other flavor of top player about how easy it is to micro 4 bases against 4 players, even if those 4 players are actually a deviation worse than you in skill. Either you are wrong or you believe you have better game sense than all top 50 of FAF. Which is it?
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.
Nobody yells at you for killing a mid player early in (high level) Sentons. In fact one of the greatest copium memes is "I have nice eco" after dying early and now your team needs to delay their scale in order to make sure the game isn't completely over. Mid player can abuse this by going hard eco if enemy overinvested into defenses. Mid player can get ACU upgrades and push directly in with a late t2-early t3 force. Mid player can get TML and cancer bases. Mid player can get t2 air and drop tons of his units he made past the mid base and cancer mexes. And so on.
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.
Error 5: "What is fun, is the parallel to real life. Scouting. Finding a weakness. Exploiting it. Flanking the enemy. Defense in Depth vs Deep Battle. FAF brings to the table what only some of the best military simulators manage to do, while being a RTS. The key being that the goal is singular, and that is to kill the enemy COM. This allows for those brilliant plays, those epic moments. The comeback potential."
You didn't address any of the gameplay elements I wrote about in my pdf you were talking about. The point of No share is that there is no "epic gamer tactics" because killing an ACU carries an inherent 40k mass loss for the enemy team if you succeed. It is basically impossible to imagine a mass investment in a snipe that is not worth it in any 20x20 map. Suiciding 20 corsairs to kill enemy mid on sentons so all infrastructure blows up is not even a question. This is not strategy. This is so powerful it isn't even really something that makes sense to defend against because you could simply do the same to your enemy. Either they equalize with a kill on your team or you win the game automatically. Less risk than you trying to prevent the snipes and potentially risking a game loss because someone was asleep with their 10-20 ints for the 15 seconds it takes a snipe to get to an ally ACU anywhere on the map.
This is the scenerio of Setons. Large and dedicated enough that there is high risk. It is a o.k. map. Trying to "patch it" with Full-share is an "o.k." fix.
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 likelyhood 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.
This is why these poorer maps and scenarios are popular. They are easier to avoid blame/responsibility. More players, more dedicated air / naval slots. Huuuuuge size.
Error 6: "At the end of the day, I can't help but ignore that folks are just upset that they died. Yes, your COM exploded. Your team is now at a disadvantage...and thats the literal point isn't it?"
Yes, that's literally what happens in Full Share. Want me to show you streams of Farm and I playing 2v2s where one of us dies and we give up because it's a hugely complicated position and one of us doesn't have the apm to handle it unless we can quickly equalize by killing an enemy player?
"My teammate dying didn't benefit us enough, so GG"
I completely skipped everything where you started talking about Valve and Counter-Strike balance.
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.
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.
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Other Rando Comments in No Order
Don't kill lowest enemy: Not a problem in Normal Gameplay, only a problem in Full Share. For all the complaining about teammates dying, how is that worse than having a teammate that has poor eco or whatever and your opponent leaves them alive because full share and rather let them waste of 4 to 6 mexes? If it always comes down to "my teammate sucks", this isn't fixed in full share. You just remove the reward for a gambit.
Lack of Math: Go to any FAF wiki, review how much resources and units are produced and cost at T1, T2, and T3. Do I need to make a graph? This is pretty obvious, and no it isn't vaguely higher or a straight line.
Math, again, for those who missed it: FAF, at present, scales tech in such a way to provide higher and higher risk vs reward tradeoffs until one side cracks.