Devs: My Take on TET:Final - Map - Four Factory start

Strategy, feedback, or anything SUBTERFUGE-related

  • Hello Devs, Mods, and Everyone!

    Now I'll say this, I hate four factory starts, it's painful but it can be lot's of fun!

    Hoooweverrrr, in the TET Final round this is what happened:

    Four Factory Start ... on a Factory HEAVY map.

    ---
    With this set-up there is little to no incentive to attack, the game is boring slow and aggravating, and it can be very unbalanced.


    Everyone knows you can't take too many factories at the start due to time/distance production problems, imagine this on this set up and your cap is set at 300 .. or even 250.

    Attack someone and take their factory? You'll be production capped, and have another useless factory, and hey the person your attacking has 5 or 6 more factories anyway right?

    Now there are a few things you can do on a map like this but barring heave diplomacy and trust specialist hires I feel can give and overwhelming advantage in this map type. (One player got very good hires for this map.. and ugh.)


    Not that this is game breaking or unfair, I just find this set up.... not fun to play, it makes me want to resign actually.


    Me imploring you to remove four factory starts in factory heavy maps... for the love of god.
    yottawatts
     
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  • I read this very carefully to make sure I wasn't looking at any spoilers, as I'm in this game as well

    But you're right. The players aren't the opponents, the map is.

    I had 1 generator at the start, and was able to expand to the single other dormant generator in my complete sonar range. The rest were factories.

    The game is slow and not interesting. The 'not interesting' part is of course also partly because of my own actions (or actually lack thereof because I'm pinned against another player) and diplomacy.
    stefan
     
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    Joined: Tue Oct 06, 2015 12:47 pm


  • I think the map was supposed to be generated as balanced?
    Supreme Leader; TopKilla
    topkilla
     
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  • Current map has:
    55 factories
    24 generators
    1 mine

    So assuming the mine was built on a factory, there were 24/80= 30% generators, which is the absolute minimum amount of generators balanced map will give you.
    stefan
     
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  • Agreed. That ratio is way too skewed towards factories.
    connor3491
     
    Posts: 116
    Joined: Sun Oct 18, 2015 6:10 am


  • I think the ratios should be
    Normal game - 40 - 60% factories
    Factory heavy - 60 - 66% factories
    Generator geavy - 33 - 40% generators
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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  • Idk. I am not in this game to see how its playing out... But i had a map not too long ago that was 5 generator start with all of the empty outposts on the map being factories, and i thought it actually made for one of the more interesting and fun games i've played lately.
    pmoney
     
    Posts: 113
    Joined: Sun Sep 20, 2015 12:37 pm


  • pmoney wrote:Idk. I am not in this game to see how its playing out... But i had a map not too long ago that was 5 generator start with all of the empty outposts on the map being factories, and i thought it actually made for one of the more interesting and fun games i've played lately.

    Oh wow....that must have been interesting....
    Still, thats about a 50% ratio of generators - factories
    Generators are alright, because they increase your max cap, but too many factories and not enough cap? That's just plain annoying.
    Plus, that configuration only turns up 1 out of every 32 games you play with 50% generator - factory ratio...
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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