[EPTeam]diarouga wrote:Anyway, you're complaining atm but if the maps had less resources you would cry too because you would struggle vs the Brit colonial builds. That would be even more boring, both guys would go for the exact same colonial build every game, thus no strat choices.
Well, I'm not suggesting for the maps to have no safe resources, I am suggestion for them to have the amount of resources that a generic RE map has when it spawns decently. I don't think this amount of resources is just some random amount: Look at Siberia for example, the amount of safe resources on that map is enough to make a small amount of units and then go to age 3 as all civs I think, and this is actually a common theme amongst all decent RE maps. This means that semi FF styles or boomy styles can definitely be viable, as you'll still have somewhat safe resources until 10 minutes. The beauty of the resources on RE is that it seemingly works out almost perfectly that when the rush is held the rushed player is on a clock to retake the map. On an EP map when the rush is held the player can just continue doing what he was doing and the roles don't actually switch. The rushing player just has to desperately go more all in. You're right though in the case that you're just having a terrible 2nd hunt, which is unfortunately also a frequently occuring thing on RE maps. Then the only viable thing is to go all out on military basically to defend your villagers that are out in the open. I'm not arguing for that sort of map style, as that is indeed limited in terms of strategies. I'm arguing for something that in my eyes makes booming, being more aggressive and aging all legitemate choices. I'd love to see france sometimes doing some musk/huss opening and then after a bit of aggression try to age up for example, or france actually xbow pike rushing for a change. I'd also love seeing some of the EP meta preserved, but not in the extreme way that it is right now.
"The resulting meta is stale in the sense that many civilizations actually literally exhaust all their economic options (France and Germany for example go for almost a maximal boom build order, and theres Dutch vs British games where Dutch makes 5 banks and gets market upgrades while brits VC booms)."
What about sending more resource shipments such as 1k wood/1k gold and taking TPs?
I'm pretty sure that Dutch with 3 stagecoach TPs, 5 banks and a market outbooms a Brit VC boom. Sure you'll tell me that he can just make some pikes to kill the TPs, then you make skirms and huss in age 2 and here is your action packed age 2 game. TPs are the reason why you can't just sit at home and boom.
Actually to begin with, the majority of the meta civs actually tend to take a trading post, so doing stagecoach is not really effective anymore. And even in this example, the problem with stagecoach is that the exact reason why you can safely boom on EP maps, namely that you dont have to move out of your base, is removed by doing stagecoach. And then suddenly it turns out that it wasn't actually possible to invest all those resources in economy so a good opponent will just continue the eco style and steal the route from you.
"Interactive gameplay is interesting to begin with, nobody likes playing against the AI trying to maximize their army at 15 minutes, which is a standard EP game except that one big gamedeciding fight is missing."
Well, tbh that's because people don't play the game the right way as I said.
Some time ago, people told me that Aztec mirrors were dumb because you would go for the same build every game and spam coyotes, well today it has changed because people have figured out the MU.
The coyote spam loses to a TP build (because coyotes don't have enough siege to kill the TP before the other guy can take advantage of that TP), that's why you want to make some pikes to siege, but as people start making pikes, maces become viable and then it's a game with a 3 unit composition and where map control really matters.
Also, people figured out that fortress is really strong in aztec mirrors, and it creates new options, you can timing in age 2 and try to punish the semi ff. You can also go for a more or less fast ff (3wp build and 700w builds both have pros and cons).
That's the same in every MU actually, you can always adapt and counter the "stale play"
Aztec is one of the civs still capable of aggression in this meta, and native civs don't actually have the defensive options that normal euro civs do have so it results in a much more interactive match up. To be honest, I love the way aztec mirrors work out right now, and I only disliked the old aztec mirrors because its 1 unit that can't be microed much and it's really hard to tell the coyotes apart from eachother. What I'm saying is that with some tweaks we could have many more of these sort of match ups, where both age 2 timing + contain and semi FF becomes possibilities, where it's viable to train units and actually be aggressive early on and also still viable to boom. Yes, if you go instantly to RE style maps with the balance changes that we have right now then everything is poorly balanced and maybe rush civs become extremely oppressive, but that's not the idea behind my suggestion: The idea is that you restart the balancing to end up with a better final product.
"Not only in the individual maps but also in the distribution of different types of maps."
Well, the issue with specific maps is that it forces one specific type of play while making others unviable, while on high resource maps everything is possible.
You also have to keep in mind that the EP balances civs off high resource maps, and that some on specific maps, some civs are totally broken.
Germany is almost unplayable on no TP maps for example while Russia becomes op as fuck.
Honestly, you don't want to play Dutch or Brit vs Russia on low hunt maps lol.
The game is balanced off of high resource maps indeed, and yes some civs are broken on low resource maps. Absolutely right. Like I said, its not that this would improve balance; it would probably make it worse. The idea is though that you have a better starting point to balance from, being closer to what RE is like and eventually the meta then being - at least so I hope - more fun. So yes while you're right, it isn't in disagreement with what I'm arguing for.
Last note about this RE style. These last years, I've seen a lot of people complaining about the Indian 10/10 or the jan rush being too strong (such as Couprider
) because there was simply nothing they could do against it as the maps were low hunt and the civs too strong. I seriously don't understand why people are sad lame rushes don't exist anymore.
If you take RE style maps as starting points and then balance from there, you can actually truly nerf "lame rushes". Rushes that have the ability to completely ignore TC fire/minutemen could end up being too strong, and they can actually be nerfed without nerfing rush styles because you can still push and then use your units to get map control. On EP maps you cant rush and use your units for map control because your opponent won't need map control for a while and will just outscale you. On RE maps this is a very viable strategy. Then we can actually easily balance civs like Russia, Aztec and India without removing rush based styles from their arsenal and without being forced to give them more eco options, changing the way the game was made and playing game designer.
MCJim wrote:Interesting. Less recourses adds more skill in the discovery/colonial age because defending is harder and people are more likely to rush. This actually means more intersting games and less boring ones early on. At the same time, while most people argree about this, players don't experience it as fun, because it's just terrible to have no recourses. ESOC maps came to give people more recourses, but now we're realising it ends up sitting in your base for 10 minutes.
I'd say pay more attention to the map pool. Diversity is important. Maps with lower recourses (but where it's fair!) are fun too! Making more of them is questionable, because people won't really appreciate it in general. Though they might be needed if the diversity (low/high hunt map) is bad.
Yeah Jim that's what I'm saying. Except that a well spawned RE map can actually have fair resources. What I'm saying is lets try to make some maps that give you a good second hunt but don't give you that very easy 3rd hunt or a 2nd mine.