Free second IP - games starting 8v8
Ricez
Join Date: 2013-04-13 Member: 184784Members
This change is really great for marines but on the 20 player servers especially with the slow loading times a lot of people have, the game starts around 7v7 or 8v8 then quickly fills to 10v10 within a couple of minutes.
Would it be possible to give marines a free second IP if it reaches 9 players within 3 minutes? Maybe make the IP cost 0 so the commander can manually place it?
Would it be possible to give marines a free second IP if it reaches 9 players within 3 minutes? Maybe make the IP cost 0 so the commander can manually place it?
Comments
That'd probably work, and be easier than magic-ing an IP for 0 res halfway through the game.
Or else have the cost decrease based on the number of players, I'm just not a fan of giving the Marine team something that costs 20tres (which apart from the Proto is the most expensive structure to drop) for free.
Honestly it doesn't bother me too much when there aren't enough players on the team to be given the free 2nd IP, but only really because the 2nd IP is a staple part of my marine build anyway so I'm used to making the res for it (if I see my team pushing far out into the map, its time... Otherwise they tend to all die at once, rack up a spawn queue and lose all the map control).
But yeah I'd support 15tres IPs, however the occaisional free IP is just lovely so I wont complain :P
I don't have a plushy, but you can have another AWESOME!
5 IPs ftw!! if its that cheap.
Playing 12v12 on all the available maps it is pretty easy to block all routes to the mainbase with at least 2-3 marines to prevent baserushes.
With such a high number of marines on the field it should be not a big problem to cap and hold 3-4 rts while still pushing harvesters, so you can afford a 2 ip early.
@Anzestral while you're absolutely right, you know as well as anyone else that most of the players on those 12v12 and up servers don't, for whatever reason, actually lane block or form a coherent group using teamwork to push harvesters while defending extractors. I think we have all been over the probable reasons for this a million times, and it always comes down to what different people perceive as 'fun.' I'm content to let those server keeps their extra IP if the balance in practice remains close to 50% - mainly because I can't see a 12 v 12 comp game format becoming popular (where what you describe would almost certainly be the case). I foresee much wailing and gnashing of teeth amongst the high player count crowd if they lose their free second IP (even though, personally, I think it'd do them good in the long run!).