Exhibit A:
http://battledexgame.com/game.php?game_id=173751) Watch FIDO in the lower left, completely ignore the CP between him and ice, and instead move towards middle factory. In the meantime, soundwave and myself had a skirmish over the CP between us, which kept it neutral for some time. Ice of course won.
This is why, as Geral agrees, middle factories should be removed.2) Watch FIDO, after taking the middle resource, push towards the resource by my base instead of going for any of the middle CP's.
This is why, as Geral disagrees, all factories should be removed.If FIDO has a boner for attacking me, so be it, but this could have been any player. Your instinct is to grab factories, not control points. Only
good players realize that focusing on factories will lose it for you, and it is only this conscious thought which overrides my natural inclination to grab factories. Many players, had they started just like FIDO, would have at least sent the bottom infantry towards my factory.
As long as factories exist by a player's base, other players will have an inclination to grab it somehow. They will think, "with so few factories on the board, what an advantage I could get if I sneak or airlift an infantry and grab it, then airlift some troops for protection." This may not be correct thinking as far as a winning strategy, but I contend factories grab people's attention, because we love the idea of having more or better troops than our opponent.
One of the best FFA games I ever played was the Myth series, most notably Myth 2. The FFA game mode had flags on the map, which functioned as control points based on seconds of control. But the catch was this: while you could slightly adjust what type of units to bring based on a points system, the units you started with were the only units you received. All anybody focused on was trying to capture flags while keeping their army alive. This is rather non-existent in BattleDex, because: 1) Control points seem to be rather ignored; and 2) Players are willing to lose troops in order to control a factory, with the expectation that the extra income will allow them to replace the troops they lost.
I'm not lobbying for a set amount of starting gold with zero income, but whatever income players receive on a per-turn basis should not be capture-able on the battlefield, or else we will continue to get the same results we have now, players giving thought to taking, controlling, and protecting resources, while we should be in heavy battle over control points.