Desolate recently wrote a thought provoking piece on the cyclical nature of fortress strategy. In many ways I think he is correct. The game has stagnated. Clans play each other again and again with mostly the same players. There are a couple top tier teams that compete with each other for Ladles and a bunch of really good teams that compete for smaller victories. Generally, everyone is playing a similar game. The better teams play a more cohesive, disciplined version of it, they have the nuances correct. Meticulous attention to the details is what makes them better. But, overall, without exception, each team plays quite similarly.
I wrote a while ago about how it would be great if fortress diversified. It has not and I have been wondering why. Perhaps it because teams see very little to be gained from innovation. We seem to be accepting that the current tactics and strategy are best possible. We all share a similar understanding of the game. The engine to further strategic development is a deeper understanding of the laws of the game itself. It requires really getting inside the nature of fortress. Each round begins the same, with two zones and spawns. We are given complete freedom of where to go with our cycle, yet round after round, things develop similarly. There is some inherent logic woven into the fabric of the game. Good tactical players have a good read on that logic and can intuitively know where they need to be on the grid. (Remember that location determines action in fortress.)
The theory essential to good fortress today is the theory of player advantage. The thesis is that the fewer opponents on the grid, the easier it is to win. To win, gain a numerical advantage. The idea being that it is easier to gain a numerical advantage than to take a zone, and therefore a numerical advantage almost becomes a prerequisite to taking a zone. This is the logic of slow, conservative player-advantage based strategy. It is tenacious, secure and effective.
Player advantage can be turned on its head though. The converse argument is that the actions of an individual player can win rounds. In a 4v6, some disadvantaged player can still cut through layers of sweepers, enter the defense and out sumo his advantaged opponent. Playing in defiance of numbers requires a great deal of pluck and a basic belief that one is going to outperform one’s opponents. That type of confidence is dangerous and mostly frowned upon in big time fortress.
The primary objective of fortress then becomes to gain player advantage. We are all trying to figure out a systematic way to do this. We then plan to do it over and over again. We seek to codify a method for killing opponents and replicate in every round.
Tactical and strategic progress are going to require one of several developments. I will outline a couple here. 1.) A significant increase in skill level by at least one player. This player is an attacking weapon that defies that player-advantage strategy. 2.) A dedication to innovation by at least one team, often in direct conflict with match-level success. You need players dedicated to finding something new, even if it means temporary failure. 3.) An accidental discovery in casual games.
Of the three, we cannot simply wait for the third to occur. I believe there is something at stake and worth gaining through an active approach towards innovation. It makes for fun, anyway.