DJ Teflon wrote:Latest Changes
On your latest update you mention bonus changes - however, they seem the same as previously in the update.
Oops! I neglected to change the image link. Thanks for pointing this out.
Number of Territories
As far as I can see, you have 48, with 4 starting neutral (the bikes) - 44 starting territories - this is a great number for gameplay purposes as ian mentioned above.
I've counted and re-counted and still get 46 total - 4 neutral for 42. Are you counting MAX #1 & #2 twice? Or am I missing something on my own map? (very probable).
I'm wondering if you will still have the same problem with killer neutrals, as opposed to the large-ish (6) neutrals you had before.
Players will often go through one killer neutral territory to reach an opponent (and hit their bonus etc) but I imagine it would be extremely rare for players to lose troops going through two killer neutral territories. I can see your aim here - you want the bike routes to be an alternative, but difficult attack route. Perhaps you could have 'decay' on the bikes instead (i.e. they lose 1 army per round rather than resetting to neutral)? It may also be worth considering why the bike lanes would have decay - you may need to explain this in the key (e.g. they are too narrow for military operations).
I've been playing the Eastern Empires map and I really like the Naval Superiority element - which resets to 4. Granted, it is only 1 spot instead of 4 and I do see your point about losing 6, but I don't envision the bike lanes being used frequently. What makes it different is that - unlike the Naval territory - you can move your armies off the Bike Lanes, so you don't have to "use it or lose it" with however many troops you move there. It functions almost solely as a transportation territory. I also like the idea that they open you up to retaliation (as it will not reset until your begin your next turn) - something a player would need to keep in mind when making a big offensive move. Perhaps I should knock it down to 2 neutrals each?
I am open to the decay idea though. If I went that route, it could be explained as "danger from vehicles" (which is a very real problem in Portland - not everyone is on the bike bandwagon and collisions happen - usually to the detriment of the cyclist). My only problem with it is that there really is no reason to hold on to those territories (no bonus), so a -1 decay doesn't strike me as much of a drawback.
My reading of the bonus key (and probably most players' reading) is that only one player could hold metro bonus(es) due to the central junction being required by all. Just thought I'd double-check. This would make the central territory a key position, although it may deter many players from trying to secure a metro bonus. I'm not suggesting there's anything wrong with that, just food for thought when thinking through how games may develop.
That is correct - only one player can have a metro bonus at one time. Your concerns are why I upped the bonuses to 4, 6 & 6 (which should show up now).
What intrigues me about the Metro bonus is its high potential. While it is difficult to hold, you can easily turn a bonus of 5 into a bonus of 15 with only 4 additional territories (or 9-11 with 2 more territories). These territories will also be very valuable for bottleneck defenses - so I can see them playing a major part in the game.
Thanks for your comments. I'll mull your suggestions over.