First, I am not a pro or even a good player. I only played this game serioulsy when DE is released and I only play hundreds of games. I just want to share some thoughts about the random team games of AOE3. So maybe all I wrote below are totally wrong so any opinion is welcome.
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Iâll start by explaining why I feel Aoe3âs RT is autually ok, and then I will to explain why it pratically doenât work and what let people feel AoE3âs RT games are worse then other RTS games and what I suggest to do inspired by the RTS games.
In the current design, even in a early 3v3 game if i got tripled by enemies and my teammates had no units to help me immediately, but my teammates were having their plan in mind (teching or booming), I would know our team still have big chance to win, even my base would be totally destoryed soon and I would be forced to flee with my remianing army and villiagers. At this moment, I would try to do my best to hide to avoid engaging my opennents and wait for my alliesâ reinforcement, or try to delay the oppenentsâ offense as possible as I can, to buy time for my teammates. Because I know if my teammate are awaring what they are doing, they probablily will bring their huge high tech army to push back later and we will still win in the end. This has already happened several times and I still enjoyed these games very much even i was beaten badly.
But this design requires all team players to have a certain level of knowledge about the game, or it doesnât work.
Of cource, the worst scenario is I got tripled by enemies, and my teammates donât know what they are doing and then our whole team is totally doomed. If this happens, it is hard to call it a gg and I can completly realize peopleâs feel and why they think AoE3âs RT vs AT game experience is terrible.
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So why doesnât this situation happen to other RTS gamesâ team games, and how can we fix it without change the current meta dramatically?
Every other RTS game has their mechinism to solve it. For example, in Starcraft 1 and 2, most maps are carefully designed and most playersâ main bases have only one choke point, so players can easily block it and defend early rush well, if they are not careless, and remember to scout.
In Warcraft 3, Every players has a transport scroll at start, and players usually has basic army in the early time because of the exp and creep mechnism. So even arranged enemy team organize a rush, the random team can still cooplerate and reflect quickly and push them back.
In AoE2, the game pace is slower and the defensive buildings are very powerful. (The damages of Tower and TC are huge, and all foot unit can hide in them if the defender is at a numerical disadvantage.) Also the cost of rush is larger due to there is no card system, bigger team map, tougher building, weaker early units, and the economic punishinent to a rushing player is much more huge than AoE3⊠and so on.
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So the answer is quite clear now I think. AoE 3âs game pace is fast, and It lacks all the mechnism I mentioned above to give defender teams any advantage. The card system make this situation worse: the rushing team can spend all their exp on sending troop cards early, let the defending team have less time to preprare for a sudden organized rush.
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I want to provide two methods to solve this, without affecting current 1v1 game and without affecting team game largily:
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In teams games, allow team players to call militia from any alliesâs TC. A more extreme approach is, that the more players a team game has (3v3 or 4v4), the more militia players can call. (since in larger team games, the troop card provide organized rush larger advantage.)
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Add Ramping Cost mechinism in RoN to AoE3.
https://riseofnations.fandom.com/wiki/Ramping_Cost
And again, the more players a team game has (3v3 or 4v4), the large the effect of Ramping Cost has. In 1v1, there is no Ramping Cost effect. in 2v2 the Ramp Cost is small that players almost can ignore it. but in 3v3 and 4v4, Players will need to consider the Ramping Cost seriously.
The reason to add this mechnism to the game is to balance the advantage of Arranged team and Random team. We all know in the currenct design of the team games cause strange phenomenon: the most effective way to utilize the maximum a teamâs advantage is every member of a team only make one type of units to save the cost of military building and upgrading. So if the members of a random team canât communicate effectively, their chance to win would become extremly low. And this situation definitely wonât happen to the other RTS games like Starcraft, Warcraft, COH or even the AoE3âs previous game: AoE2.
So this is Why I suggest to add Ramping Cost mechnism to this game:
To force every member of a team to build a mixed army like what happened to the other RTS games.
As for the details of the above methods, such as how much the militia needs to increase, and how much the Rampin Cost needs to increase, more tests and discussions may be needed.
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Thatâs all.
This is a long message.
Thanks you if you read to the end.