Fixed Start Positions Killing Tactical Diversity in Team Games

Feedback on Team Games Map Design in StarCraft II

In StarCraft II team games, players always start next to their allies, leading to repetitive and predictable patterns. I believe this design limits strategic diversity.

Would it be possible to introduce asymmetrical team maps and allow randomized starting positions within each team? This could greatly increase the variety of unit compositions and strategies, making team games more dynamic and exciting.

I understand the importance of symmetry and fairness in 1v1 matches, where skill should outweigh luck. However, in team games, always starting in the same formation removes the need for early scouting and often reduces the game to simply walling off the ramp and massing air units to 200 supply. It’s disappointing that such rich possibilities for early and mid-game tactics are left unexplored.

In reality, no battle starts on a perfectly symmetrical field. While symmetry in 1v1 is fair and logical, I question why early skirmishes, flanks, and local engagements are seemingly discouraged in team formats. Why restrict diversity in a mode that could thrive on it?

I’d really appreciate any insight into this design choice. Thank you for your time and for continuing to support StarCraft II.