Re: Pilot respawn height in Strats
Posted: Fri Apr 29, 2011 6:56 pm
2Sheds does a good job of explaining why this was originally implemented. The starting RATs surely help with this somewhat, though the concern is still there. I think the thought to have sort of toggle is pretty much a definitive now, but the default remains in question.
On one side, keeping the default as it is now prevent the tactic of rapid base rushing and then killing oneself (or allies) to get them back to base into a new scout as fast as possible. On the other side, the game is greatly slowed by this, even when not using the above mentioned tactic. Competitive players prefer fast paced games. I think they also prefer longer more varied games on average, but not all do hence the initial cause for this respawn height penalty.
An easy answer would be to make the default between the two, lessening the pain on both sides, but if this should be based on a linear scale, exponential, or logarithmic decides the location of the 'middle', as does any possible clamping on the maximum height. So it makes more questions then answers.
Continue weighing in and bringing in others to weigh in and vote. We might find one side popular enough to easily make the determination of where the middle is and in fact what setting to use as the 'default'.
Can some of the competitive STRAT players go into more detail on how this is detrimental to their games? We know quite well now why it was done, but for many of us on this board, I for example, we do not know the extend of the other effects this change has had.
-- At this point I see ZA has posted and will read up on what he has posted when I can.
Also, can we consider posting some ideas of heights that would be reasonable based on distance from the rec when one has died? Algebraic equations are fine, as are basic tables.
And as one comment to what I have read so far of ZA's post, starting RATs in 1.3 are slower than normal RATs to prevent rushing with them, however, I can see the issue of turret spam early game with manufactured turrets. One could argue that a base that went for turret defense while another for turret offense would out range the incoming turrets before they could deploy, but that is a purely numeric argument and I do not know how valid that would be in a real game. As I am not very competitive I have not encountered turret rushes in a long, long time.
On one side, keeping the default as it is now prevent the tactic of rapid base rushing and then killing oneself (or allies) to get them back to base into a new scout as fast as possible. On the other side, the game is greatly slowed by this, even when not using the above mentioned tactic. Competitive players prefer fast paced games. I think they also prefer longer more varied games on average, but not all do hence the initial cause for this respawn height penalty.
An easy answer would be to make the default between the two, lessening the pain on both sides, but if this should be based on a linear scale, exponential, or logarithmic decides the location of the 'middle', as does any possible clamping on the maximum height. So it makes more questions then answers.
Continue weighing in and bringing in others to weigh in and vote. We might find one side popular enough to easily make the determination of where the middle is and in fact what setting to use as the 'default'.
Can some of the competitive STRAT players go into more detail on how this is detrimental to their games? We know quite well now why it was done, but for many of us on this board, I for example, we do not know the extend of the other effects this change has had.
-- At this point I see ZA has posted and will read up on what he has posted when I can.
Also, can we consider posting some ideas of heights that would be reasonable based on distance from the rec when one has died? Algebraic equations are fine, as are basic tables.
And as one comment to what I have read so far of ZA's post, starting RATs in 1.3 are slower than normal RATs to prevent rushing with them, however, I can see the issue of turret spam early game with manufactured turrets. One could argue that a base that went for turret defense while another for turret offense would out range the incoming turrets before they could deploy, but that is a purely numeric argument and I do not know how valid that would be in a real game. As I am not very competitive I have not encountered turret rushes in a long, long time.