@bogden said in Season #2 concept:
The reason I say this iteration on seasonal may be a step in the wrong direction is due to the added element of required social interactions with other players, meaning diplomacy, deal making, backstabbing, and more. Screeps is primarily a game for programmers, by programmers, and I believe that these forced social elements will further deter new players from joining the game.
Or old players from joining the season. Personally I feel a player's performance should be measured by how well their code performs, not how many freinds they have.
IMO most of the calls for co-op in the previous thread were calls for global co-op, where everyone cooperates toward a single goal and there are no winners or losers. I think that might be interesting. Team based eco-wars, which sounds like this is heading toward, sounds a lot less interesting to the point whether if the rules outlined in the OP were used I'd be at most 50-50 on participating, probably leaning toward not bothering. If a pre-made team of 5 players beats a team of 3 players by virtue of having 5 players instead of 3 that's not really very exciting. The game scales too well with player-count-on-team (GCL, CPU). It would have on season 1 as well had it gone that way and I think it's a step in the wrong direction to encourage rather than discourage this. For example: if all YP players decided to co-operate I think we'd see YP players 1st and 2nd. That'd be decided before the round even starts.
So, global coop would be ok. Some other system to allow new players to participate safely. eg. as suggested in the thread, a world with non-uniform scoring resource distribution so the top players would be forced together leaving the larger and less valuable areas to newer players. Forcing co-operative co-operation is not good IMO.