| 1 | I have always been a fan of 1v1 and small teams games(2v2-4v4), strongly preferring them over big games. I often cite having a larger impact on the team as my primary reason for liking small teams. I recently thought of another aspect that significantly differs between small and big teams: the economy curve. | 1 | I have always been a fan of 1v1 and small teams games(2v2-4v4), strongly preferring them over big games. I often cite having a larger impact on the team as my primary reason for liking small teams. I recently thought of another aspect that significantly differs between small and big teams: the economy curve. | 
                
                    | 2 | \n | 2 | \n | 
                
                    | 3 | In smaller games, particularly 1v1s, if you look at metal income over the course of the game, the curves typically show an exponential shape, throughout most, if not all of the game. In contrast, the team income for large teams games show a similar initial exponential shape, but much more quickly flatten out to plateau. | 3 | In smaller games, particularly 1v1s, if you look at metal income over the course of the game, the curves typically show an exponential shape, throughout most, if not all of the game. In contrast, the team income for large teams games show a similar initial exponential shape, but much more quickly flatten out to plateau. | 
                
                    | 4 | \n | 4 | \n | 
                
                    | 5 | I'm not trying to start some deep, intense math debate over the exact shape of the curves, but the main idea behind this is that in large teams games, all of the mexes are quickly taken by one of the two teams. Any additional income comes from overdrive, which has a much lower payback time, as well as a diminishing returns effect, when compared with income from mex expansion. In contrast, in (high skill level) 1v1s and to some extent small teams, often times there will still be never-claimed mexes by the time the game ends via resign. As a result, we can conclude that there is open territory available throughout the game for players to expand into. | 5 | I'm not trying to start some deep, intense math debate over the exact shape of the curves, but the main idea behind this is that in large teams games, all of the mexes are quickly taken by one of the two teams. Any additional income comes from overdrive, which has a much lower payback time, as well as a diminishing returns effect, when compared with income from mex expansion. In contrast, in (high skill level) 1v1s and to some extent small teams, often times there will still be never-claimed mexes by the time the game ends via resign. As a result, we can conclude that there is open territory available throughout the game for players to expand into. | 
                
                    | 6 | \n | 6 | \n | 
                
                    | 7 | This phenomena is also impacted by map size, and typically, large teams games have a much higher player density compared to 1v1s, resulting in the faster expansion over the whole map discussed above. | 7 | This phenomena is also impacted by map size, and typically, large teams games have a much higher player density compared to 1v1s, resulting in the faster expansion over the whole map discussed above. | 
                
                    | 8 | \n | 8 | \n | 
                
                    | 9 | I 
            personally 
            find 
            the 
            constant 
            ability 
            for 
            expansion 
            into 
            unclaimed 
            land,
             
            while 
            simultaneously 
            trying 
            to 
            defend 
            my 
            own 
            claimed 
            land 
            and 
            raid 
            the 
            enemy,
             
            one 
            of 
            the 
            most 
            challenging 
            and 
            rewarding 
            parts 
            of 
            Zero-k.
             
            This 
            experience 
            is 
            lost 
            in 
            teams 
            games,
             
            where 
            a 
            rather 
            static 
            frontline 
            between 
            the 
            two 
            teams 
            forms,
             
            and 
            the 
            expansion 
            phase 
            ends.
             
            At 
            that 
            point,
             
            players 
            typically 
            begin 
            building 
            excessive 
            porc,
             
            arty,
             
            and 
            superweapons.
             
            When 
            this 
            happens 
            the 
            interesting 
            and 
            unique 
            unit 
            interactions/counters 
            are 
            lost 
            in 
            the 
            sea 
            of 
            heavy 
            weapons 
            fire.
             
            For 
            example,
             
            skirms 
            rely 
            heavily 
            on 
            kiting,
             
            which 
            requires 
            open 
            ground 
            to 
            perform.
             
            With 
            strong 
            frontlines,
             
            kiting 
            rarely 
            happens. | 9 | I 
            personally 
            find 
            the 
            constant 
            ability 
            for 
            expansion 
            into 
            unclaimed 
            land,
             
            while 
            simultaneously 
            trying 
            to 
            defend 
            my 
            own 
            claimed 
            land 
            and 
            raid 
            the 
            enemy,
             
            one 
            of 
            the 
            most 
            challenging 
            and 
            rewarding 
            parts 
            of 
            Zero-k.
             
            This 
            experience 
            is 
            lost 
            in 
            teams 
            games,
             
            where 
            a 
            rather 
            static 
            frontline 
            between 
            the 
            two 
            teams 
            forms,
             
            and 
            the 
            expansion 
            phase 
            ends 
            early 
            in 
            the 
            game.
             
            At 
            that 
            point,
             
            players 
            typically 
            begin 
            building 
            excessive 
            porc,
             
            arty,
             
            and 
            superweapons.
             
            When 
            this 
            happens 
            the 
            interesting 
            and 
            unique 
            unit 
            interactions/counters 
            are 
            lost 
            in 
            the 
            sea 
            of 
            heavy 
            weapons 
            fire.
             
            For 
            example,
             
            skirms 
            rely 
            heavily 
            on 
            kiting,
             
            which 
            requires 
            open 
            ground 
            to 
            perform.
             
            With 
            strong 
            frontlines,
             
            kiting 
            rarely 
            happens. | 
                
                    | 10 | \n | 10 | \n | 
                
                    | 11 | Thank you for listening to my essay, please leave comments below. :) | 11 | Thank you for listening to my essay, please leave comments below. :) | 
                
                    | 12 | \n | 12 | \n | 
                
                    | 13 | \n | 13 | \n | 
                
                    | 14 | \n | 14 | \n | 
                
                    | 15 | [b]TL:DR[/b] Big teams games have a less interesting economic expansion profile and the high density of players results in frontline-centric play which limits unit interactions and pushes players toward less active porc/arty/superweapons plays. | 15 | [b]TL:DR[/b] Big teams games have a less interesting economic expansion profile and the high density of players results in frontline-centric play which limits unit interactions and pushes players toward less active porc/arty/superweapons plays. | 
                
                    | 16 | \n | 16 | \n | 
                
                    | 17 | [b]TL:DR with extra salt[/b] Big teams games are boring and autohosts should be limited to 16 players, especially after the most recent poll indicated that the majority of players prefer small teams. | 17 | [b]TL:DR with extra salt[/b] Big teams games are boring and autohosts should be limited to 16 players, especially after the most recent poll indicated that the majority of players prefer small teams. |