by LPhillips » Sun May 06, 2012 8:21 am
The map system of restricting units is a pretty big stretch already. Players can dictate what tactics and therefore strategies are available on certain maps by restricting the unit availability.
Surely it is obvious that allowing game starters to restrict unit availability is an excuse to do two things:
1) Abuse a map by removing tactics that are unfavorable to the strategy which the player wishes to employ. Maybe you want to use/abuse leadership/chaos hero stacks with impunity; you would remove archons.
2) Gain an unfair advantage over others by compensating for your own weaknesses by restricting the game against its intended balance. Let's say you suck at scouting; you might remove crows and even scouts to level the playing field.
I don't see any significant upside to what you propose, and the downsides are a fragmented community who are extremely picky about their maps, and players who would abuse the system instead of playing the game as intended. If you want to play the game differently without some units, there is an adequate system in place for that (mapmaking). Otherwise, the only reasons to have this ability are the two listed.
Now I love the community here and the people in it, but experience with this specific scenario and with human nature tell me exactly what will happen. I'm not even big into the restricted units on specific maps, but the reward there is higher than the potential for abuse. Consider the Vale map, which is a treat even though there is a lack of ground units available to adequately cover the missing fliers' support roles. I can't see any prospect of similar pros to the proposal here.