Why Random start locations in MP are going to decide multiplayer matches
2 titans beat 1 titan. This isn't a matter of skill, its just a fact. I faced two ragnarovs the other day...let me tell you how impossible of a situation this is...
This is going to make many random game setups largely determine the outcomes of conflicts. Where a player used to be able to get fed and stay alive in the suicide spot (sometimes), with titans this becomes an impossibility. There isn't any skill in this. This also gives far more importance to the economic players then we have seen previously. Since these players are chosen at random very memorable strategic games will become a rare experience, something that I personally am not looking forward to.
The simple truth is(based upon the SoaSE target audience), that the bigger choices a player makes in the game, the more fun they will have playing it. The longer you play, the more choices you make, meaning the more memorable this game will be. Long games are NOT a bad thing, no matter what blizzard's pocketbook may look like. This really just says more about human nature, and yes you can make a lot of money if you capitalize on human nature. Yet stardock and ironclad are also building their brand names, so they have to compete with a better idea. I hope that these companies never do too well so as to stagnate like blizzard is, that is to satisfy their leadership with loads of cash and inflate their egos so that god complexes emerge to screw everything up.
In diplomacy we have a nice balance for a 2v1 situation, the hardest thing to balance for in this game. In diplomacy a skilled player can actually hold on if they get in the suicide spot, or at least survive with enough relevance in the game to still have fun. With the addition of titans, the game becomes EVEN MORE centered around the economic player(because of the high cost of titans). The problem is that the economic player is randomly chosen. So if you happen to have the last player picked in your eco spot, you can be really screwed, especially if the other team has a well practiced economic player(being screwed means for a shorter game, yet this is NOT fun at all). Not having any player control to actually balance the game based upon the human aspect of different skill levels results in less memorable, shorter sins games. This isn't starcraft, where good games are forgotten in 2 seconds because there isn't nearly as many important player CHOICES, just more player actions/second. Sins won't ever be able to compete with starcraft in this way, unless the developers cut up the soul of the game and change the fundamental idea behind the game (please don't, i'd have to find another game!).
There are a limited number of patterns that the 5v5 randomizer can create for an initial startup, and each one of these has to be well known by all players involved in a team to achieve victory. If one new player doesn't recognize these patterns (like the standard 3 allies bunched together with 2 suicide spots) and the strategy required, then the team is already losing.
The randomizer needs a LOT of work to allow players the power of choice of starting postition if they so desire. Keep the choice to have a purely random match as well (what we already have). In this way you increase options and you won't have to have huge balance issues that could be fixed by adding a simple choice that would occur before the game starts.
