2009-06-25, 23:02:01
Quote:The argument is rather weak, but not becouse of the reason you are giving, but rather becouse it's backing is my own subjective insight of motivation. But the "team game weakness" fails in this context: Making the best possibility to help a teammate a lot weaker can't be in favor of the team game charakter per definitionem. In fact you can imagine that the side lane games would be total 1on1s without cptp/porter.
Start of game noone helps side lanes unless it is being captured. But in later phase ppl start going lanes to help (well lets preffer to say help and ks) weaker or 2v1 to 2v2 or 2v3 advantage etc...
I am pretty sure you know the reason why ppl not help lanes until a specific time even if they can easily help:
going a lane is 75 gold and returning your lane is 75 gold. A tank will give you at most 200 gold and if you are not able to kill it, your 150 is wasted. Lets say your chance to kill that guy is 50% and so getting 200 at 50% is 100 gold earn where you must spend 150. Not a good bet.
Where ppl start giving more than 300 your bet is good therefore worth a challange and help. And here starts the clusters of cptp.
I may want to see relative cptp costs but still not sure. If you die a lot than it will be a pain to use cptp... Maybe only from base>>cp can be 75 gold and cp>>base and cp>>cp can increase in time..
So helping a weak will cost you money if you really need to help..
Trolololo