Random maps need less "random"
from
Sins Forums
there are already patterns of symmetry in random maps, however there are some issues. for example assymetric placement of planets on a random-small map end up deciding the game largely free of skill (a terran or volcanic planet, for example, spells instant victory if you can hold onto it, even against comparably powerful planets, like desert or ice) also there are still some issues with pirates being directly connected to homeplanets and homeplanets to stars, which end up being a bit of an issue
one of my favorite examples of a botched game makeup was me and antar against BetaAlpha and ron, betaalpha and ron were EXTREMELY unfortunate with on the random-medium map, to have a neutral territory that was connected to almost every vital point on their half of the map, and also to the sun. effectively even a small fleet could have wreaked havoc on their side of the map without any mobility-enhanced steps, such as phasegating.
its not that luck needs to be removed, but some of the more unbalanced elements need to be a tad more symmetric.
one of my favorite examples of a botched game makeup was me and antar against BetaAlpha and ron, betaalpha and ron were EXTREMELY unfortunate with on the random-medium map, to have a neutral territory that was connected to almost every vital point on their half of the map, and also to the sun. effectively even a small fleet could have wreaked havoc on their side of the map without any mobility-enhanced steps, such as phasegating.
its not that luck needs to be removed, but some of the more unbalanced elements need to be a tad more symmetric.
I survived with something like 1/3 or 1/4 of my fleet.