Berg wrote:All of this topic revolves around oil or the lack of oil.
This has nothing to do with balance and more to do with map editing.
If its just map oil distribution make your own maps.
The connection isn’t so obvious but oil has a lot to do with balance, even though it affects everything uniformly.
I do know many like low oil settings on low oil map to increase the tactics needed to win.
For example you have to limit the amount of structures to get the most value for the power available.
Again this is nothing to do with balance.
Nobody plays low power setting on top of maps with already low oil. We’ve been through this before, I think what you mean to say is the high power setting on low oil maps. Low power on low oil maps is absolutely dreadful game play and the balance is way too simple.
Consider for example a 10 minute low oil game.
With low power setting we might accumulate lets say 1,000 power
With high power setting we might accumulate 1,800 power.
At 1,000 power there’s no strategy at all, we can only do so many different things. We’ll probably end up with 10 tanks and 10 research upgrades. The other person will probably end up with the same ~10 research upgrades and maybe like 11 tanks. And you know who wins? The person with 11 tanks, because 11 is bigger than 10. And that’s the simple minded type of game we get with low power and low oil.
At 1,000 power we’re not even playing against other people, we're playing against the limitations of the map and settings. We can just go in single player and figure out what’s the best way to spend 1,000 power in the first 10 minutes. We don't need the other person to be present to figure out what to do.
Now if there was 4,000 power in that same 10 minute time window on the same map, a whole lot more stuff can potentially happen. There's more strategy since the game is evolving faster and there are more decisions to be made.
Do you see how more oil changes balance?
Consider theoretically if there was only 100 power accumulated in the first 10 minutes. We can only make 1 unit…. The less power there is, the less strategy is involved and the more obvious it is what needs to be done. This is why players don't play stock maps.
By lifting the amount of power with a higher multiplier in the power settings is just like adding more oil wells per base
as you said some games have 60 oil per base so remedy this by lifting the game oil well limits.
So save a lot of heart ache for the rest of the community that dont want games ending in who can spam the most tanks from the most factories.
Don't assume everyone wants to play this way.
Theoretically speaking, what I’m suggesting is equivalent to removing the low power setting in favor of an extra high power setting on low oil maps only
. Increasing the amount of power per derrick doesn’t really have any affect on maps with many oils since players always use the default high power setting. We can just use the medium or low power settings to retain the current game play or use 30 oils instead of 40. Medium power should also become the new default.
If you think about how the power settings work, we can retain all the current game play and create a new high power option for low oil maps at the same time. That’s the intent.