We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
the smaller team could use their specials much more frequently than the bigger team, especially in the case of 1 vs 3. For the special use to be completely equal in this case, the single player simply has to save 100% of their income, which is easy. But unless all 3 opponents also save 100% of their income (eg, none of them build a single building)
Don't you think you're contradicting yourself here?
What I read there is: "When the smaller team uses all income on specials the bigger team has to do the same to compete."
So what? I see that as proof of balance: When your enemy employs a superior strategy you'll have to adapt to keep up. You don't adapt - you lose.
I will admit however that in practice this poses a problem because the average bnetter will not listen to a unified strategy. Maybe that's where our spirits differ? Your balance caters for noobs and mine requires good strategy on both sides?
I'm surprised you consider that your refund mechanism actually balanced the map, and that my solution is worse.
My mechanism doesn't balance "the map", rather it keeps the strengths of the teams the same. Gameplay
is affected negatively, because the relative price of specials becomes higher with each dropped player from the bigger team. So in a 3v3 the specials are (relatively) cheaper than in a 2v2. But in a 3v2 the price is the same as in a 3v3.
I deem your solution worse because it goes against the very core idea of the map: A leaver doesn't mean your team has to lose.
When a player leaves on your map around mid/endgame the added income won't make up for when the enemy uses mass specials. If I understood you correctly you even said that even when you start the game 3v1 the added money still won't be enough to win the game (most of the time). This isn't balance!
In my version the bigger team just has to work together / adapt strategy to even out things again.
Well I don't think I can come to terms with a logic that says "players are idiots, so I'll have to add an imbalance to help them" and call it a good compromise. What if they aren't idiots for once? Then you blew your one chance for an interesting game. But you've probably made up your mind on that already, and I can't force you, so whatever.
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What do you think, that player, who leave the game, and had 0 gas, but a lot of unit buildings or bunkers near the temple, give his team more advantage, than player, who built gas (especially 5 gas) and leave the game after it.
You have refunds for kills (if player with deaths is left the game) - so maybe you need to add gas refunds?
Hm yes, realized this a long time ago, but didn't see that as a serious problem since this this particular case is fairly rare and the disadvantage usually not enough to turn the game. So yes, this is a balance issue, albeit a small one so I'll consider your solution for the next update.
Another thing, I wanted to say, is fast bunker strategy: if you terran, and we play 3x3, you can build barracks, then 3 bunkers behind the temple, and then build only gas. You allies can build only gas (5 gas). After your team has 15 gas - you can start build units. If you afraid of enemy drone attacks - you can build gas only if you have 3 scv. If the enemy build DT or lurkers - just build turrets near the bunkers.
The counter to this (which I see) is to make only gas - no another buildings (because enemy team lose money to bunkers). But not a lot of players know and use it.
What is another counters?
Basically you're right. When the bunkers (cannons and sunkens can work too) are well placed the only counter is to gas up as well. But
a) Oftentimes bunkers aren't placed well (enough) and you can just overpower them with hyds, goons, and tanks/vults
b) 2-3 bunkers is 1-2 gas, so it's a heavy investment and thus can backfire (kinda like cheese in sc)
c) only really cost effective for teams of 3.
The only other counter I see is not letting them build by either sending workers of your own (you gotta be ready or you'll be late) or by pumping out units early.
So admittedly this has the potential to make games boring (not imbalanced), but it can also make them exciting, for example when you try to kill the builder with your own workers and I don't see it employed very often because certain requirements have to be met, so I'm rather happy with it right now.