3.1 Forwarding and moving base wrote:Forwards and base moves increase the diversity of competitive matches, especially if a number of viable locations is available to both teams. While maps have to offer spots that are suitable for building and give the team that holds them a greater amount of map control, the gamelogic is responsible for keeping the risks involved at an appropriate level. Because of the positive impact on diversity, I find it acceptable to have the advantage of both strategies outweight the associated risks. Failing to move base or build a forward removes building resources and gives the enemy time to execute any strategy without interruption (since the forwarding team is on defense during the process), so additional risks and punishments should be kept low.
Ishq wrote:Yes, building forwards has become increasingly risky and it generally helps the enemy more than harms them. I think that by awarding confidence based on the circumstances surrounding an event will be fix this. Rather than awarding constant confidence based on what was built and where, and awarding an enemy the same confidence earned for destroying it, confidence should be proportional to the risk. Killing an enemy forward near their base will yield less confidence than killing an enemy structure inside the enemy base. This will make it less prohibitive to make forwards. Not only do you earn more, but the enemy earns less. This is a risky move as it is most likely to fail. Furthermore, by moving, you leave your main base completely open, allowing huge confidence jumps for aliens who can happily kill weakly powered remnants of your old base. Certainly, this will add more “complexity” because you get a different amount of confidence killing stuff in the same location based on other factors, but I don't think it matters because we have all that complex stuff hidden away, and the player only need understand the most basic intuitive portion of it.
Some examples of factors I'd like to consider:
Distance from enemy base (killing structs) (greater distance, less confidence)
Distance from your base (building structs) (greater distance, more confidence)
Number of enemies within a radius (killing and building) (greater number, more confidence)
Ultimately, this all goes with the risk factor and multiple factors will be considered when awarding confidence. Benefits include more fair distribution of confidence and less likely to see huge spikes in stage because the enemy killed something that took them no effort and little risk to kill. Ultimately, this will lead to a more fun experience due to less frustration of seeing an enemy gain an advantage because of a factor that is increasing difficult to account for because your team cannot be everywhere at once.