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So how could one prevent the bad parts of this map while keeping the idea alive? What worked, what didn't work? Asym balance by start positioning is an interesting idea, but I'm not sure how to improve on the execution. Generally speaking I'd love to try to get a situation where you could 'win' one initial battle but not totally decide the game. Perhaps the problem is that the center island has too much metal income?
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1 |
So how could one prevent the bad parts of this map while keeping the idea alive? What worked, what didn't work? Asym balance by start positioning is an interesting idea, but I'm not sure how to improve on the execution. Generally speaking I'd love to try to get a situation where you could 'win' one initial battle but not totally decide the game. Perhaps the problem is that the center island has too much metal income?
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2 |
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2 |
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3 |
Benefits to that kind of change would be that:
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3 |
Benefits to that kind of change would be that:
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4 |
- Losing center does not matter much.
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4 |
- Losing center does not matter much.
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5 |
- More empathisis on expansion rather than cheese.
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5 |
- More empathisis on expansion rather than cheese.
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6 |
- Less commitment to winning 'the big cheesy middle push'
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6 |
- Less commitment to winning 'the big cheesy middle push'
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7 |
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8 |
Am
I
correct?
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8 |
I'm
assuming
though
that
the
amount
of
metal
income
from
the
middle
island
+
reclaim
is
what
'decides'
the
game
(
EG:
there
are
too
many
mexes)
.
Perhaps
what
would
be
cool
is
to
just
eliminate
all
but
2-4
mexes
total
on
the
middle
island.
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9 |
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10 |
Would that help game-play wise as to prevent the first minute decided gameplay?
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