Player spawning - middle players always lose

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Stratego (dev)
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Player spawning - middle players always lose

Post by Stratego (dev) » Fri Jun 16, 2017 5:08 pm

"Sephiro 777" emailed me the idea that players in 5,6 player games that spawn in middle are having a very big issue staying alive - and they mostly lose.

so he suggested extra units/building to give them by default
here are the options we discussed - please vote which option to choose

to every middle player we give
a) nothing, it is good as it is now.
b) an extra builder
c) a defending tower for early protection to invaders
d) strong unit (eg. knight/elephant or something)
e) walls around starting TC-s

thanks for ayour votes!

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Puss_in_Boots
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Re: Player spawning - middle players always lose

Post by Puss_in_Boots » Fri Jun 16, 2017 5:10 pm

C) Defending towers around their tc's
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Alpha
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Re: Player spawning - middle players always lose

Post by Alpha » Fri Jun 16, 2017 8:42 pm

C or/and E
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COOLguy
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Re: Player spawning - middle players always lose

Post by COOLguy » Sat Jun 17, 2017 2:45 am

A
Thanks!
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Detros
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Re: Player spawning - middle players always lose

Post by Detros » Sat Jun 17, 2017 1:17 pm

A or C

tamtam12345
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Re: Player spawning - middle players always lose

Post by tamtam12345 » Sat Jun 17, 2017 2:43 pm

A

Dan301002
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Re: Player spawning - middle players always lose

Post by Dan301002 » Sat Jun 17, 2017 4:06 pm

A, it's simply decided by luck.
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Stratego (dev)
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Re: Player spawning - middle players always lose

Post by Stratego (dev) » Sat Jun 17, 2017 7:40 pm

you mean it is true it is bad luck spawning there?

Dan301002
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Re: Player spawning - middle players always lose

Post by Dan301002 » Sun Jun 18, 2017 4:45 am

Well yes, and doesn't it destroy the balance of players playing on a map?
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Stratego (dev)
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Re: Player spawning - middle players always lose

Post by Stratego (dev) » Sun Jun 18, 2017 10:12 am

"doesn't it destroy the balance of players playing on a map?"

this is the topic to vote about changing the "bad luck" to "balanced" starting.

so if you feel it is bad to spawn there, vote on an option (or suggest new) where you would not feel having bad luck spawning there.

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Re: Player spawning - middle players always lose

Post by Dan301002 » Sun Jun 18, 2017 2:07 pm

Then how about Town Centers tend to spawn more on the middle (usually the nearby tcs on the middle player would be mucher than the corner one)? If its spawn more than the corner player, doesn't the middle player have more productivity?

So basically while middle player get disadvantage because they are surrounded, but they can spawn more units (still depends on the player though). While the corner player has advantage of not worrying much from one side, but still spawn lesser than the middle player.
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tamtam12345
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Re: Player spawning - middle players always lose

Post by tamtam12345 » Tue Jun 20, 2017 7:01 am

I think Option A is better.
If it really need to balance, I suggest a new option.Have Blacksmith tech"archer armor and Infantry Armor" to level 1.(Only for map20x20)
and have tech"ambidextria"?

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Puss_in_Boots
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Re: Player spawning - middle players always lose

Post by Puss_in_Boots » Tue Jun 20, 2017 12:31 pm

tamtam12345 wrote:I think Option A is better.
If it really need to balance, I suggest a new option.Have Blacksmith tech"archer armor and Infantry Armor" to level 1.(Only for map20x20)
and have tech"ambidextria"?
It does need balance, especially for FFA games because middle players are always the prime target for players around the corners. TamTam has a good solution for AoS, but we also have to figure out a solution to how we will fix the same problem on AoF.
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DoomCarrot
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Re: Player spawning - middle players always lose

Post by DoomCarrot » Wed Jun 21, 2017 1:09 am

Probably A. Being in the middle means that you will have to use a more diplomatic approach to stay alive, but it isn't impossible.

However, I suppose it would make sense to give them an extra tc in their starting area, I am not sure about giving extra units and structures though.
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Re: Player spawning - middle players always lose

Post by Puss_in_Boots » Wed Jun 21, 2017 2:34 am

DoomCarrot wrote:Probably A. Being in the middle means that you will have to use a more diplomatic approach to stay alive, but it isn't impossible.

However, I suppose it would make sense to give them an extra tc in their starting area, I am not sure about giving extra units and structures though.
You can't be diplomatic with AI, ignoring players, and uncooperative players too. :?
Mostly, I play very defensively laying castles and towers down where I need them. :geek:

Extra TC sounds good. It can work well on all game variants, but it should definitely be tested first.
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