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

PostPosted: Thu Dec 17, 2015 6:25 am
by yottawatts
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.

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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.

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

PostPosted: Thu Dec 17, 2015 11:19 am
by stefan
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.

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

PostPosted: Thu Dec 17, 2015 12:02 pm
by topkilla
I think the map was supposed to be generated as balanced?

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

PostPosted: Thu Dec 17, 2015 12:17 pm
by stefan
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.

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

PostPosted: Thu Dec 17, 2015 8:08 pm
by connor3491
Agreed. That ratio is way too skewed towards factories.

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

PostPosted: Thu Dec 17, 2015 9:32 pm
by tw2000
I think the ratios should be
Normal game - 40 - 60% factories
Factory heavy - 60 - 66% factories
Generator geavy - 33 - 40% generators

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

PostPosted: Fri Dec 18, 2015 9:44 am
by pmoney
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.

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

PostPosted: Fri Dec 18, 2015 3:31 pm
by tw2000
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...