ROFL. i have no idea what u've just said, but u're trying to make it sound like the viability of camping is a good thing to have.
u're confusing „reward” with „snowballing”. every players-vs-players game should have a reward system, which is: if u did sufficiently better than the opponent, then that's counted as a win.
- in plain car racing games, especially ones with players mechanically separated, the reward system is linear: if u did better by X, then u will be X ahead of ur opponent, and that is how much u may spare to „relax”; an initial lead does not influence the difficulty of achieving further leads, and vice versa (modulo psychological effects of appearing to win/lose).
- by contrast, in games like Tremulous, the reward system is exponential: if u did better than ur opponent, then u will gain comparable amount of power to achieve further gains, all-in-all allowing u to relax to the extent that u were ahead, integral with the time (modulo stage delays, modulo the slow automatic income, and modulo the limits on fund capacities); an initial lead can be a significant factor in determining the final outcome.
ofc, otherwise the issue wouldn't have been raised.
no, the issue of difficulty of building forward bases is an issue of difficulty of building forward bases, period. 1 (of infinite) possible ways to remove it is to increase the default buildpoints by 40. however, if u don't somehow make it so that those additional buildpoints could only be used in forward bases, then be prepared to enchanced camping.
what is game ruining under ur definition ?
so u agree by showing an example of what's poor in 1v1s. PS: mind a reasonable counter.
using the best of what's available ! those assholes !
TODO: make games not boring by making game design not boring.
because it can't. (if it were reasonable to assume that the other team knows how to close out games, then it would also be reasonable to assume that the camping team knows how to defend against attempts to close out games.)
yes, for example. another example would be a variation of domination mods where each domination point has a finite amount of funds to be exploited.