- Joined
- Jul 27, 2009
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- 2,302
Okay, I've been having a look over the map, and chatting a bit with shep and wids, and I've got a few gameplay things that IMHO are worth discussion:
1. map flow
Right now, this would be by far the most linear map on the site, and the way the map is set up there are what amount to two superbonuses, one in the north, one in the south, that can be held with only two border terits. A linear map plus a lot of chokepoints will make things difficult for anyonr who doesn't get a north-heavy or south-heavy drop. All the impassables certainly don't help matters.
What I would suggest is having ports or something that will facilitate moving across the map a bit more quickly. There's a couple of ways we could do this. One is two simply have a couple of ferry routes, one that connects the far north to the center, one that connects the center to the south. Something like the first map attached (ferry routes indicated by red lines)
The other is to have extra terits, shipping routes essentially, one in the pacific, one in the south china sea, that function in much the same way. The second map attachment shows better what I'm talking about. Each port can attack its corresponding shipping terit, each shipping terit can attack any of its corresponding ports, but ports cannot attack each other.
2. Impassables
Right now, if we don't facilitate some faster movement about the map, I'd suggest scrapping most if not all of the impassables, as they make an already-linear map far far more linear.
3. Bonus values
I'm by nature fairly conservative when it comes to rating bonus values, which is why I'm really not wild about having 3-terit bonuses be worth a +3, no matter how many borders they have. This could possibly be mitigated with the shipping routes concept, or by tweaking the connections and connections so that every 3-terit bonus has only two borders and is worth +2. Or we could just unilaterally say that all 3-terit bonuses are just +2, whether they have two or three borders (this might be the best path... it's certainly the easiest one).
1. map flow
Right now, this would be by far the most linear map on the site, and the way the map is set up there are what amount to two superbonuses, one in the north, one in the south, that can be held with only two border terits. A linear map plus a lot of chokepoints will make things difficult for anyonr who doesn't get a north-heavy or south-heavy drop. All the impassables certainly don't help matters.
What I would suggest is having ports or something that will facilitate moving across the map a bit more quickly. There's a couple of ways we could do this. One is two simply have a couple of ferry routes, one that connects the far north to the center, one that connects the center to the south. Something like the first map attached (ferry routes indicated by red lines)
The other is to have extra terits, shipping routes essentially, one in the pacific, one in the south china sea, that function in much the same way. The second map attachment shows better what I'm talking about. Each port can attack its corresponding shipping terit, each shipping terit can attack any of its corresponding ports, but ports cannot attack each other.
2. Impassables
Right now, if we don't facilitate some faster movement about the map, I'd suggest scrapping most if not all of the impassables, as they make an already-linear map far far more linear.
3. Bonus values
I'm by nature fairly conservative when it comes to rating bonus values, which is why I'm really not wild about having 3-terit bonuses be worth a +3, no matter how many borders they have. This could possibly be mitigated with the shipping routes concept, or by tweaking the connections and connections so that every 3-terit bonus has only two borders and is worth +2. Or we could just unilaterally say that all 3-terit bonuses are just +2, whether they have two or three borders (this might be the best path... it's certainly the easiest one).