imo is is quite big.
In a 4v4 game caches is actually 4 times more cost efficient. If one one add the fact that research cost is also reduced by the number of units one produces the problem that creates a completely different economy.
The time to cap the map and the times sector are contested are also issues but cashes imo are quite a big issue.
Indeed but that's also a consequence of not been able to CONTEST THOSE CACHES as well. CACHES matter on the long run. There are other factors which skews things on the early/mid game which is what rose up this discussion.
OP: map resource points can't be changed as in CoH1 (low/high).
Variables to take into account as to why teamgames can be problematic.
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Manpower. Yes, each player has it's own personal income, but in the wider perspective, you are putting up to 4x more manpower into the map which leads to...
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Popcap. The amount of strategic, fuel, muni and victory points don't differ too much from mode to mode and from map to map. You still only need a single model of a squad (or special vehicle with ability) to cap a point.
Even if the maps are bigger, points are been capped simultaneously by 4x players for a team. This also makes harassing territory not ideal, as there's no "empty" spaces in the map. Same with VPs, you have more players than VPs to contest and defend.
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Teching. More players means more units. More units means it's highly likely that specialized units will have enough targets to pay for themselves.
This also makes skipping certain techs, which leaves gaps in an army composition on 1v1, ideal as you can rely on your teammates to cover for you.
My approach to the problem:
Caches: Same as with the OH Opel Blitz, caches should only reward the player who built it. Rollback cost to 200mp. In teamgames, any player can "attach" themselves up to any cache for 200mp. Dubious if OKW should be able to build caches or only be able to "attach".
Strategic resource points: not sure if possible. Depending on number of players, increase time required to cap a flag but decreased time to DECAP a flag proportionately.
Random numbers as an example:
1v1: it takes 30s to transform an enemy point. 15s to decap, 15s to cap.
2v2: 12s to DC, 18s to C.
3v3: 10s to DC, 20s to C.
4v4: 8s to DC, 22s to C.
Make harassing a viable optional choice, as it takes "more time" for the defenders to recover and connect the territory lost. This also makes the early game slightly slower, as it takes more time to cap neutral territories.