by ZthueeSpam » 18 Sep 2018, 11:57
I'm not insisting that we immediately dedicate resources to coding it, but I don't really understand why you don't see the benefit... As I said earlier, there is an existing problem with maps like Setons.
With full share turned off, if you lose a player early (in almost any position), the game is almost immediately forfeited more than half the time because nobody can respond quickly enough. If the air player dies (or disconnects), the enemy air player will just strat bomb the rest of the players to death. If mid player dies or disconnects, the mid player will usually just spew t1 spam at the other enemy players, which directs considerable resources to land defence and means they likely will lose air or navy. If a navy player dies or disconnects, then that pond is immediately lost and mid will be effectively wiped out by t2 navy from that side which then compounds the problem.
If full share is turned ON, then whoever inherits the dead player's eco and base will be able to eco much harder and often singlehandedly win the game by dominating (being the first to generate an experimental, or win air or whatever. There are many paths to dominating the game with a double eco advantage early on. This is usually less of a problem than no share, but it's still a problem. Basically what I'm saying is that these options effectively disadvantage the team who snipes the enemy ACU, or end the game prematurely because it's not possible to recover most of the time. It shouldn't be this way. There should be an advantage for killing a single enemy ACU obviously, but not one that is nearly impossible for the enemy team to recover from. That's why there's a benefit to a 'middle ground option' IMO. If you still don't see the benefit, I don't really know what to say.