Okay, I lied about leaving this thread alone.
Removing the bounty system actually promotes IMO more emphasis on saving your units. (Some units anyways. A star ranked Mammoth is still awesome.)
@Omnom:
Because losing a Mammoth tank with stripes gives the enemy more income. It also has a major side effect with spies.
Do you see why I am confused? Also, wtf is with the spies insertion. and how the hell does that have anything to do with bounties?
To me, a logical statement would be :
"
Removing the bounty system actually
downplays the emphasis on saving your units
because losing units will not give your opponent income"
or
"
A bounty system actually promotes
more emphasis on saving your units
because losing a unit gives your opponent more income"
The way you've written it makes no sense. "
Removing the bounty system actually promotes
more emphasis on saving your units
because losing a Mammoth tank with stripes gives the enemy more income." <--- how the hell do you give your opponent income by losing a unit when you've removed the bounty system? You're contradicting yourself in your own statement.
______
I guess now that this has its own thread, it warrants some proper organization after all the shit that its been through. I'm going to try and use some basic logic:
A true statement is one that cannot be refuted.
A valid statement is a logical statement that holds true for all interpretations, given a particular set of circumstances. Just like how all square are rectangles but not all rectangles are squares, all true statements must be valid, but all valid statements are not necessarily true.
A sound argument is a logical statement with true premises, but a false conclusion.
The goal is to write a list of valid arguments, starting off with a truth, to prove a conclusion.
Hopefully, that should be enough for people to understand what I'm trying to write...
1a) Bounties give more money to the winner, and give less money to the loser of an engagement. 1b) One strength of basepushing is the ability to use all of your assets to attack.
Both are true.
2. The money you make from bounties provides additional income to build more pillboxes.
Unsound argument.
You can't assume that the bounty money goes directly to building more pillboxes. You've been using "$600 = 1 Pillbox" this entire time, but you could easily replace this metric with "$600 = 2 rocket soldiers" or "$600 = 6 rifles." Point being, that $600 is money spent towards everything, not only pillboxes. Rewrite this argument to the following:
2' : The money you make from bounties provides additional income to rebuild all assets, not just buildings.
But static defenses are part of all assets, and one of the strengths of basepushing is using all your assets to perform an attack. So an argument against 2' is :
â””2' : A strength of basepushing is using all of your assets to attack. Bounties give you more money to build assets. Therefore, bounties contribute to basepushing.
To fix this, we write:
2'' : The money you make from bounties provides additional income to rebuild all assets. Since a strength of basepushing is using all of your assets to attack, therefore, bounties contribute to basepushing.
But there are still holes in this argument, mainly with this counterargument:
â””2'' : A strength of basepushing is using all of your assets to attack. Harvesters give you more money to build assets. Therefore, harvesters contribute to basepushing
One could try to deduce from â””2'':
Harvesters are the primary source of income. Bounty money only provides 10% of assets destroyed. Harvesters give you more money than bounties do. Since harvesters make more money than bounties, therefore, the money you get from bounties is insignificant.
...which attacks the premise of "additional income", calling into question it's significance and magnitude. But this opens up a new can of worms...using this argument is the equivalent of a dead-end. Scale and magnitude is something we need to define with playtesting, not with words. For now, lets just assume that "additional money" is significant enough to proceed to the next argument
3. If (1) is true, and if (2'') is valid, then A) it follows that the winner of an engagement will have more money to rebuild than the loser of an engagement, and B)
the winner will be able to out push the loser. Therefore, bounties are imbalanced and should be removed from the game.
(3), aka anjew's argument, or, the snowball argument, is valid under the given set of circumstances.
However, if we introduce a new premise, citing
my own findings from my map making thread:
1c: You need between 5-7 harvesters to support the current RA metagame.
Then a new argument arises:
â””3: By taking away the bounty money, we are taking money away from both players. Because of this, players have to spend more time rebuilding and harvesting money.
I've noted in my own testing and playing that the main difference between low-eco maps versus high-eco maps is that the snowball factor is more prominant in low-eco games because players don't have enough time or resources to rebuild their army. As such, basepushing is stronger on low-eco maps, but it's easier to do on a high-eco map. If you take away money from both players, you're making the game lower eco, which makes the game more prone to both snowball and stalemate situations.
So, to answer JuiceBox's questions:
Aim and motivation: To find out, by removing bounties, which change is more significant: removing assets from both players or ensuring that both players have equal opportunities to earn the same amount of money.
If I were to go about this:
A) Figure out what the average money earned from a single battle is. A sample of 10 battles (different replays and different players) of different sizes ought to be close enough. Obviously, the more the merrier here.
B) Figure out what the average time between battles is. Using those same samples, measure the time in between the first and second battles.
C) Divide the Bounty money by the interval between battles, and that gives you a value with units of $/ second, noting min, max, and standard deviation as well
D) Compare with the value of $33-42/s for a harvester on a normal ore patch, $7/s for an oil derrick.
Once we figure out what this number is, we can decide how to tackle analyzing maps with no bounties...not saying that we shouldn't play the no bounty maps, just saying that there is no good, quantitative way to measure gameplay right now. Regardless, since the maps are already out, it'd be a good idea to get a good sample size now, and analyze them later.