Well okay not 100% random as that would have chance of overlap or starting directly next to each other but you get the idea, it's not a fixed circle, players are just dotted around the map.ssilk wrote:This gets off-topic. But wouldn't it be enough to ensure, that the average distance between all players is the same? With such a rule purely random start positions are not possible.
This is why it doesn't work in an infinite map:
Consider this somewhat random placement of starting areas, scaled however you like. In an 'infinite' map, the players on the 'outside' of this starting area, notably the four closest to the corners, have a clear advantage. They can expand in many directions (for ores, offsite processing, etc) and not encounter another player. The players to the north, west and east have only a single direction to expand in, while the poor player near the middle is almost guaranteed to run into another player regardless of which direction they drive.
However, if the edges wrap around in a torus shape, you see it becomes a lot more balanced. Everyone is now surrounded by enemies but finding one of them doesn't automatically tell you where the rest are.
Granted, this can be mitigated by settings. Setting starting resources to extremely high values that will practically never run out eliminates any need for expansion, although enterprising players at the edges could potentially run a rail line a distance away from their expected starting point, so the area they need to defend around the rocket silo (to use that game mode as an example) is much smaller. In games where they are not fixed to their starting point, they could potentially get to the car, load everything into it and drive a great distance out into nowhere making them extremely difficult to find, but they would know exactly where their opponents are.