What is the best way to counteract FTA in a tactics game?
Pic related is my AW:DS map. I tried to balance Red and Blue by giving blue properties that are easier to reach, and slightly better defensive position.
FTA?
oh wait, i figured it out: First Turn Advantage
anyway, OP, you do something like this:
>I tried to balance Red and Blue by giving blue properties that are easier to reach, and slightly better defensive position.
>>320072173
There's no guarantee that that would work though. At best it gives Blue about 2000 funds advantage, which is negligible.
Give player 2 a few M. Gunners to start on their two factories to act as if they were spawned on turn 1.
>>320072396
give 'em a more substantial advantage, then. if it's too much, scale it back. balancing that kind of thing isn't easy
it's easier than changing the game to have simultaneous turns, though, which is about the only way you can eliminate the first turn advantage
>>320072441
Problem with that is that just hands the FTA to Blue.
>>320071903
Give player 2 an advantage! FTA gone; STA in!
...Maybe pre-deploys
daddy, what's the island on the left for?
>>320073415
>>320073160
yeah, it isn't easy, and it's something every turn-based game has to deal with somehow
i mean, people are still arguing about how many bonus points white should get in go
I was part of the AW community for a while and the commonly accepted practice for FTA on symmetrical maps is to give Blue 1 or 2 infantry on top of their factories.
It gives the advantage to blue, but the advantage is less than it would be otherwise.