about (2m * 3 spots) per starting player, and an addition (2m * (2 to 4) spots) for each player's expanding. Or, more simply, 12m per player.
Seems about right. 3 startspots + some nearish spots is what most maps have. Those are often fairly secure and will generally never be captured by an enemy. But the rest of the map is harder to controll. eg on Desert Triad it is like that.
But don't forgett reclaimable stuff like rocks (around 200-500 per player maybe?) which during start is very helpfull. Also just building a base in singleplayer feels slower because no metal is recycled by reclaiming wrecks.
Approximating total metal expressed as function of player count by a linear expression.
Fail I think, player count does not matter so much.
A 1v1 will eventully reach the same unit count as a 4v4, if it goes on for long enough.
So what matters is maybe metal per area.
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...and on the ever repeated rant that this thread will soon be about:
if a map isn't symetrical is is too unbalanced and people cry about that
Riverdale, Brazilian Battlefield,..even DSD is not 100% symetrical
you guys want the maps to be the same metal output per mex, you want the same amount of mexes you want NO variation between them.
There are maps that are not like this but still get played.
Proves how flexible the TA gameplay is, when it comes to resource distribution.
In fact some popular maps...:
1) have no metal at all (greenfield and its variants)
2) have metal everywhere (sensible metalmaps like metalheck or the lolmaps like speedmetal, speedballs, duck)
3) have metal in fields instead of spots
4) have spots with different metal amount in the range of 0.5 to 5 (eg Terra, Falsom Dam)
all that is accepted by *A players.
What is generally not liked (for obvious reasons imo):
a) extractor radius too small to fit it over one spot/make t2 mex next to it
b) spots that give vastly different amount of metal
without this being visible
c) superlol metalspots that give as much resources as you normally get after 15 minutes of playing
your maps do a+b iirc.
Your maps are big, but large games are mostly played on DSD or Tabula etc. There are many other maps in this size/for this playstyle and the market is saturated so to speak. (The BADSD players are unreachable by new maps and tbh I do not know why new maps are being created in this style.)
Also pathing on eg gunmetal was pretty meh due to all the features etc.
Mappers leave because everything that you can do with a heightmap & texture has been done by now.
The next step would be to add all those things that were MTR for years but are
*now possible:
--cars, animals, trains
--tech buildings you can capture (like a repair pad or missile silo or whatever)
--meteors
--be creative?
*since two years or so