Forged Alliance Forever Forged Alliance Forever Forums 2019-07-23T07:35:45+02:00 /feed.php?f=2&t=17815 2019-07-23T07:35:45+02:00 2019-07-23T07:35:45+02:00 /viewtopic.php?t=17815&p=176547#p176547 <![CDATA[Re: Map pool]]> Statistics: Posted by Rikai — 23 Jul 2019, 07:35


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2019-07-22T14:55:09+02:00 2019-07-22T14:55:09+02:00 /viewtopic.php?t=17815&p=176535#p176535 <![CDATA[Re: Map pool]]> viewtopic.php?f=2&t=17747

It's one of my top goals to showcase maps that are not of this nature, but unfortunately it will require a cultural shift such as removing the concept of "air player" where players can handle a little anti air of their own.

Sadly, I think most people are intimidated by managing armies and 360-degrees of defense! Choke point maps will likely be a thing no matter how much effort is put forth.

I recommend being resilient and hosting something different. People will join at some point...

Statistics: Posted by Morax — 22 Jul 2019, 14:55


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2019-07-22T03:49:13+02:00 2019-07-22T03:49:13+02:00 /viewtopic.php?t=17815&p=176523#p176523 <![CDATA[Re: Map pool]]> /viewtopic. ... 9c87ef9052

Statistics: Posted by FtXCommando — 22 Jul 2019, 03:49


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2019-07-22T03:49:51+02:00 2019-07-22T03:43:40+02:00 /viewtopic.php?t=17815&p=176522#p176522 <![CDATA[Map pool]]>
By contrast maybe having less choice on ranked games might make things a little less intimidating for people? I don't know perhaps when the pool was limited the learning curve was harsher because you'd to learn map specific start builds. Now there are so many maps the lower and mid range players can be bad in ranked play giving you more of a chance without getting so specifically nerdy to look up build orders? There's an argument for narrowing the pool a bit at least because some of the maps are absolute trash. They were trash 5 years ago and somehow haven't been revised!

I'm just concerned that when you give people too much choice (in hosted games) they end up picking the maps where there isn't a lot of choice and games play out the same way over and over. I saw TA Spring die to this both in maps and mod balance. TA definitely suffered from this too. It's a tricky situation if you're going to make installing mods and maps so frictionless it's not like there can be a prescribed balance from the developers.

As a broader and more controvertial suggestion I wonder is this a symptom of the game being micro intensive where it doesn't need to be. Commander requires move orders. Mex upgrades require 4 mass storages. Units have low armour and die quicky if not micro'd. Understanding all the elements of reclaim. In a parallel universe where these things were more automatic would people try play defensive maps where they could concentrate on these things exclusively?

Statistics: Posted by BLITZ_Molloy — 22 Jul 2019, 03:43


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