Best Mode for Vortex Wars

I am curious as to what people's thoughts are in regards to the best way to play VortexWars and WHY.
I have expressed this before on another thread, but figured it's own thread is appropriate. My personal opinion is:
Full map, Random, Hardcore, 7-8 players, Min level 10-15, Upgrades Enabled without Bonus Race Usage, on XL to XXL Maps
Why? Most of my choices are due to evening out the starting position advantage (which give two distinct advantages in conquer mode with manual or border placement), and to apply fairness to all playing, while being one of the most challenging modes.
So there you have it. Many will say Full Map is weighted to the first player even more... and I myself use to also think this, before I played it enough to understand how different the style of play/strategy needs to be. Now that I understand, I have found FullMap with Random to be undoubtedly more fair for any start position, hence making wins rely much more on strategy than start position. FYI, I actually prefer going LATER in line, as first users may spread themselves too thin in a property grab, and make my strong territories able to roll over these users pieces (this is where HC comes into play), or cut them in 1/2, easier. And not to say you cannot get screwed from the start regardless of your skill. It does happen, but it is pretty rare and usually has nothing to do with start position, and more to do with just a bad starting placement of ALL territories, whereby you are left with nothing to join or build upon. For me, maybe 1 out of 8 games this is the case. As for luck, some will claim more luck is involved, but I do contend this also to not be the case... Luck is luck, and will spread itself out over time across all users (random placement of territories and men). Likewise, luck exists in all modes. This game setting combination just eliminates the largest of luck factors... start position. I will also state I get many compliments from more senior users who have played this mode enough and understand it well, stating my games are the best. If you have some rank... I welcome you in to give it a consistent try... I am confident over time, you will agree (or at least in part agree) with my reasoning here.
So, what about you?
- Conquor vs Full Map
- Manual, Borders, or Random Placement
- Attrition, Hardcore, or 1v1q
- # of Players
- Level of Allowed Players
- Upgrades Enabled Or Disabled (if enabled, are bonus races allowed)
- Map Size
I have expressed this before on another thread, but figured it's own thread is appropriate. My personal opinion is:
Full map, Random, Hardcore, 7-8 players, Min level 10-15, Upgrades Enabled without Bonus Race Usage, on XL to XXL Maps
Why? Most of my choices are due to evening out the starting position advantage (which give two distinct advantages in conquer mode with manual or border placement), and to apply fairness to all playing, while being one of the most challenging modes.
- Full Map: because this means the first person(s) to go do not also get to pick the best spot(s) on the map (advantage #1 in Conquor w/ Manual)
- Random unit placement: because it limits the first person(s) to go from piling up on borders (which manual and borders caters to) hence leveraging again the start position advantage more (advantage #2 in Conquor w/ Manual).
- Hardcore: well, I don't have a specific reason other than it can cause first position players to play a bit more reserved (which can be key to winning), hence it may make it slightly more difficult to gain and maintain control. Overall I don't mind attrition with Full Map, it is just not my first choice.
- 7-8 players: because it makes it more challenging for a win, and this mode often leads to some very exciting action. The more the players, the better you need to be to win, as your odds of winning decrease per added player. Plus, you get to meet more players
.
- Level 10-15: this is purely for the challenge and a more fulfilling emotion upon win
. Plus, I have the capacity upgrades, and playing higher level players typically means they will too, again, keeping the fairness as even as possible. I would put it higher than 10-15, but I find that there are just not enough of those players above it to fill a game easily. However, when it happens, it is very much worth the wait!
- Upgrades Enabled: for some time I played upgrades disabled (or asked users to not use bonus races before the upgrades option). This is once again, to keep players on a level playing field, as before shards came out, most users did not have bonus races... tilting advantages towards the users that did. Now, as most have them, I am coming around. Likewise, without the upgrades enabled... being able to conquor an XXL map, which is my favorite, is pretty much impossible with only 20 units capacity. So if you are going to play XXL maps, you should have both capacity upgrades... you need it to take the win. Again, since I play higher ranked members, most will have this, keeping things even.
- Map Size: I like the big maps for a few reasons. 1, it helps to spread out initial full map placement of players men/territories. 2, I like a longer game. 3. Larger maps allow everyone a chance to find at least one pocket where they can build their initial "home" base (ie: you have more options to chose where to start your initial spread, and this choice is usually crucial to your long term game success). Surely the time spend to get the XP is not worth it. So if you goal is XP or win ratio... larger maps with many players on an even playing field is not it.
So there you have it. Many will say Full Map is weighted to the first player even more... and I myself use to also think this, before I played it enough to understand how different the style of play/strategy needs to be. Now that I understand, I have found FullMap with Random to be undoubtedly more fair for any start position, hence making wins rely much more on strategy than start position. FYI, I actually prefer going LATER in line, as first users may spread themselves too thin in a property grab, and make my strong territories able to roll over these users pieces (this is where HC comes into play), or cut them in 1/2, easier. And not to say you cannot get screwed from the start regardless of your skill. It does happen, but it is pretty rare and usually has nothing to do with start position, and more to do with just a bad starting placement of ALL territories, whereby you are left with nothing to join or build upon. For me, maybe 1 out of 8 games this is the case. As for luck, some will claim more luck is involved, but I do contend this also to not be the case... Luck is luck, and will spread itself out over time across all users (random placement of territories and men). Likewise, luck exists in all modes. This game setting combination just eliminates the largest of luck factors... start position. I will also state I get many compliments from more senior users who have played this mode enough and understand it well, stating my games are the best. If you have some rank... I welcome you in to give it a consistent try... I am confident over time, you will agree (or at least in part agree) with my reasoning here.
So, what about you?