Strategy question on 5v5 Dominion: Why is so common to send 2 top, 2 bottom and 1 mid? knowing that the quickest way from point A to point B is a straight line, why not send 1 top, 1 bottom and 3 mid? What am I missing that it is so important to do the 2/2/1 strategy?
I was in a game yesterday and me and another guy helped take down an enemy hero in mid and then our mid hero told us "okay guys, you can go now". Why not push with the three of us?
I believe you're talking about SR (Summoner's Rift). Dominion is the ciricular map with control points.
To be honest, once you get more levels and in to the higher tiers of play the lanes will be more like this 1 top, 1 mid, 1 jungler, 2 bottom. This is a general layout that works with general team compositions. There are times where you can deviate from this but only certain champs can make this viable. The 1/1/1/2 set up offers maximum experience and gold potential for all the champions because the jungle acts as another solo lane in terms of gold and experience to a certain extent.
At any rate the reason for the 2/1/2 lane layout is that:
1. bottom lane is close to the dragon objective which you usually want 2 people there to help guard/take it when it's available.
2. mid is the safest lane as it has a short distance between towers vs bot/top where there is a large distance. this makes it harder for ganks to happen on mid.
3. putting 1 person on the safest lane also allows them to level up the fastest because experience is shared by champions of the same team in lane meaning the person in mid wiill outlevel the other lanes. usually mages go to this lane as mages scale damage wise with their levels unlike AD(attack dmg) carries which require items(through farming) to gain their damage.
example: mages like annie have high damage potential at level 6. often capable of killing a person outright in one spell combo. Capitalizing on this ability early on will give your team an advantage through the midgame. this compared to say a tristana or ashe who would not be able to do that without a good amount of items by level 6.
EDIT: Forgot to talk about top laners. Top is usually solo but if it's duo it's usually for the same reasons as bot. In that situation it's better to give that middle lane as much advantages as possibles with gold and experience. If there's 2 on top for both sides then it's really because there's no where else for them to go.
Top as a solo lane is usally because there's no major early game map objective near top lane and offers another solo lane advantage to that team. This allows them to just mainly farm and possibly grab a kill or two.
4. 3 people in one lane doesn't work too well because when you have more people in a lane it reduces the experience each champion (on the same team) gets. it also reduces the amount of gold that each champion in that lane gets.
for example: if you have 3 people vs 1 person in the middle lane what usually happens (if the 1 person knows what they're doing) they will very quickly out level the 3 since they don't have to share experience. also early on 3 champions will not be able to take a tower fast enough to make a significant difference.
The 3 people on mid will also be susceptible to being ganked by champs from the other lanes since even they will be higher level than the 3 on mid and will ultimately be at a disadvantage.
(all this is under the assumption that both teams are on more or less equal footing skill wise) If the other team is awful and your team can coordinate a 3 mid vs 1 mid then it can work but this is not something you can predict with random teammates/enemies and thus unreliable.
The complexity of the game is more than throw as many champions as possible in one lane and push straight to the nexus. Mainly because early on there is not enough damage for any group of champs to take that many towers fast enough without being outleveled then beaten by the enemy team unless they are largely incompetent and let you free push without recourse.
You may have noticed this already but champion death respawn timers are very short early on but noticibly longer later. This makes it hard to keep a champion out of lane for very long early on but late game a loss of a champion is often crippling enough for a team of 5 to easily take an objective or force an unfavorable fight.
Also to answer the second part of your question about the champion not want to push mid it can depend on a variety of things. (was the first tower down?)
Firstly it could just be that the person is new as well and does not know when to push the advantage.
Another thing might be that they (if the first tower is down) they did not want to push the lane of minions past the first tower as it would cause them to increase their own distance between them and the tower and lowering their safety (this is called overextending)
If the player is more experienced they might have figured that a 3 man push at that moment in time (maybe it's early game with short respawn timer) would not do any significant damage to the tower and would cause his lane of minions to be pushed to the enemy tower. This would also cause him to be overextended and susceptible to being ganked from other lanes as he has to stand further from his tower.