Side Note: DiM, DiM, DiM - this is not the place for your thoughts in play testing. Those belong in the Foundry Process Revamp thread. For right now, let's assume he can't create test games on a non-existent map in the database [lack's decision].
On to the map:
1) WidowMakers - I've never played the Dungeon of Draknor games, so I have no idea how the movement throughout the dungeon should correlate. But, I'm guessing that there was a decent amount of thought in the way that the makers envisioned everything [true it was probably assuming we weren't attacking each other, but imaginary monsters and chasing after precious treasures ...]. So, you can try to make it match exactly [even if that causes unbalanced play].
2) You can try to balance play by making areas easier/tougher to hold.
The trap room is fairly powerful with 3 attack routes and 1 defense [based on it's name, shouldn't that be the other way around?]. Once you own this room, gaining control of the Hall of Locked Doors shouldn't be too difficult (yet another 3 attack, 1 defense room). True, Stealth does have the smallest bonus.
Meanwhile, almost all of the rooms in Faith are going to require a lot of faith (and armies) to hold. Each one has at least 2 defense paths (although Sleeping Arcade with it's 5 attack paths could be pretty sought after).
The Library is the least defensible room (1 attack, 6 defense). Once someone gets the meditation chamber - it could be fairly easy to get the next 3 rooms (Potion Brewery, Component Closet, and Artifactory).
All that babble above really doesn't mean anything - it's a preface to this analysis.
- Code: Select all
Area; Terrs; Attack (Paths, From, Into); Defense (Paths, Positions, Against)
Stealth; 5; Attack (3, 2, 3); Defense (3, 3, 2)
Faith ; 5; Attack (3, 3, 2); Defense (3, 3, 2)
Halls; 6; Attack (11, 5, 10); Defense (10, 5, 10)
Might; 9; Attack (4, 4, 3); Defense (3, 3, 2)
Magic; 12; Attack (4, 3, 3); Defense (4, 4, 3)
Obviously Might will be more difficult to take than Stealth, but once taken will actually not be as tough to hold.
I'm not sure what appropriate coefficients should be, but the equation should be something like this:
Terrs + Attack From + Defense Paths + Defense Against - Defense Positions - Attack Paths - Attack Into