- Exponential economy games (BA and alike) or games without compensation for lost units (no wrecks settings, Kernel panic, etc)
- FFA with >4 players, especially maps with many choke-points (like Throne)
- Maps where you can't scout your direct opponent because his allies are shielding him against scout attempts without his own effort and where you are not next to the player fighting him (what is easier to scout).
- limited by available space
- scout-able which is only given with 3 ways to the enemy base - (going around, going through mid, going through a side without porc-wall).
- 3, because defences are worth 2x units and there is often 1 porc-front, 1 front with high attention or a guarding-neighbour ally/passive-enemy
Which basically excludes me many times many days.
But I have no fun in imbalanced exponential economy games that come with big or many teams. I prefer games without luck, or more biased toward skill of unit micro.
Perhaps it is a solution available:
To make imBA-FFA games balanced, players could have a low-radius "scout-nuke"
The "scout-nuke" - higher radius against higher energy production/consumption and slower vs jammed/cloaked buildings make arm-cloaked fusions still good.
It can be either a T2/2.5 building or some sort of commander/unique thing - which decodes data collected from orbital satellites only at a given rate.
It detects the position of energy-producing or consuming buildings. Examples:
- max_detection_distance is equal to the energy production (or a bit higher for wind)
- If jammed, max_detection_distance is multiplied by 2/3 = 4/9 area
- if cloaked, max_detection_distance is multiplied by 2/3 = 4/9 area
- if cloak-jammed, max_detection_distance is multiplied by 2/3 twice = 16/81 or ~1/5 area
- Focused on T1 and jammed T2 normal fusions and afus
- Reward building arm cloaked fusion
- Punishing Unjammed economy and "hiding from the opposite enemy behind his own or your neighbours"