#Starting Squad - Quick Start
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If the units are player selectable and count towards your starting budget (probably taxed because you are getting them without a lab) I think that could be really interesting and have a lot of potential starting options. I'm not sure if that's possible.
A predefined group that everyone gets sounds less interesting but would still speed up the fighting.
Whats the implications?
- you now know the enemy will have combat units
- you will have some combat units
- what does this mean for t2 rushing techers?
Can i burn my entire budget on 10 banshees?
Maybe. Depends on how squads should work.
I think that it should kind of be a squad that you pick out, you have to get something. That way you don't throw a game with a bad Gamble or end a game too early with a lucky Gamble that is unearned
Yes. I was picturing a budget full of banshee into a budget full of converter eco.
Your variant might be more fun long term, although it would be fun to see what cheeses and defense people come up with.
maybe it would be better as "reinforcements". A separate thing entirely.
for me i think what quick start needs to be quick start, is being able to spawn in with cons and con turrets, if youre able to produce combat units (like in a regular game for a sustained period of time, like 1 con turret guarding lab to ensure all metal gets used) as soon as the game starts then thats a job well done, but then again, tech depending on the map can already be done in 2 minutes with quickstart and making it faster isnt good
If you want an even quicker start a better avenue would be having a lab auto make one con.
The issue with the starting squads is it's much harder to scout enemy aggression levels.
I think this needs to have very careful consideration on how it is executed, if it is to be added.
Front might get into beefing quicker, which can be a good thing. Territorial control and defence will start immediately.
But what's to stop backline from choosing all the bombers each, gifting them to one player, and sending them off on an early all-in? It sounds very frustrating to have 1/2/3 of your allies knocked out at the beginning of the game, or your team resigning because the enemies managed to take down the all-in without major losses.
Limiting it to ground/sea units would only move the threat of the all-in, not fix it. If everyone chooses raider units and all gift them to one player, it's going to do major damage - Either the raid is successful and they take out the entire enemy team, or it fails and your team is now wide open for a counter all-in.
Feels like that's the kind of meta that's going to evolve from this and would worsen the experience.
On the other side, leaving it as it is now, where you have to build all the units yourself, means you're paying for your aggression with time and build power, and someone managing to scout you will know and have time to set up for the raid that's coming.
Autogenning units is kinda scary cause you bypass all the BP controls for certian units and really effect things on maps that need transports. Do we really want 8 people starting with a single bomber while the other guy goes for a con and 4x transports for his team? It's not really the worst thing as there are always counters but you are certinaly creating a situation where its like unit roullete as to what you start.
How does anyone stop 8 bombers off rip without totaly risking being behind by overbuilding early AA during quickstart?
If I can start with a bot lab, but have 4 bombers as well....it's going to beat any T2 co-op or unit rush out there...kinda like wise with banshees... do we want 80 banshee's to spawn in as the game starts cause each person made 10??
I guess Im just thinking that if the idea is making the game easier to play, creating a situation where everyone is more or less guessing which version of cheese is coming and betting on thier response, not only makes it harder for less experienced players, but also introduces alot of RNG. Do we want games where each team is kinda just picking an enemy spawn to delete with 8 players worth of units at the start?
If you wanted to add something, I would consider adding a con that is locked to a lab both in placement and type. So if I place a botlab, it's going to start with a bot con right next to it. The main advantage being that I can now start my com anywhere I want and have some lab BP so it can be super helpful in some positions where you are spawning on the edge of the deployment zone. Now you can place your lab farther forward in your build circle and still have it assisted in some fashion. A little extra flexibility for some spawn locations. Im cautious about the idea of letting you spawn the cons anywhere in the circle and in any number as that could get weird in hard to predict ways.
I agree with that maybe you would be able to spawn in constructors and perhaps rezzers. Rezzers are useful in eating up the environment resources. That would already put you in a position to immediately start your battle unit production, if you want to get into fighting early.
I feel this is the best solution between adding units or not at all. It is hard to do too much cheese with everyone starting with 1-3 cons and 2-4 rezzers, compared to 10 gunships/bombers/whatever.
If you can just spawn a constructor, you can jump straight into T2 without building a lab at all.
That sounds like a net negative
If we tie the units you could spawn to the lab you place down, as 26Cookies mentioned, that would stop you from skipping T1 lab.
This could in theory also fix the "everyone chooses 10 bombers and take down Players 5, 6, and 7", since then everyone would have to place an Air lab, but I still don't feel that spawning with a group of combat units is a healthy addition.
scout, yes, units, no. Its not RTS with points to capture.
I would love this for a pve mode where you don’t get a grace period, it would give the feel of trying to retake a map from the enemy ai kinda like how people do thematic fights in 40k
I think it could be a neat little side feature. Emperor Battle for Dune, some C&C games, and AoE all had little skirmish options for this. In multiplayer nobody really used them 😭 too competitive
Alas, competition. The enemy of fun.
For campaign I'm gonna be working on transport drops. I might side step into making it something usable for fun in normal multiplayer but idk. There would be a lot of UI work.
I think scout units linked with the lab you choose and a cost of the unit(s) at a higher rate that take a few seconds to spawn in after the base would be suitable.
Ship scouts are basically pawns equivalent on the water. Armada has ticks, the equivalent for cortex would be grunts which is way better. Aircraft scouts don't got no guns man