All jump gates start neutral. Not only does it mean no disadvantages out of the gate for any player (unless they dumb luck into a sub-region bonus) it also makes the remaining territories evenly devisable by 6, 5, 4, 3, and 2 players.
Iāve gotten the following comments.
Keredrex wrote:ā¦the Jump Gate bonuses are a bit high. Try this
1=-1, 2=1, 3=-2, 4=2, 5=-3, 6=3, 7=4
They were crazy high before I got this suggestion. After which i switched them to what they are now, which is very similar to thus except the +'s and -'s are swapped for the first 6.
Bean_ wrote:I think the minuses on the jump gates are too bigā¦snip snip snipā¦.Maybe something like -1,0,-1,-1,-2,-1,0ā¦.
Thatās not too bad. I could live with that.
Keredrex wrote: what about no bonus for Jump Gates.
Keredrex wrote:... one all encompassing bonus.
Keredrex wrote:leave it alone and but a negative bonus somewhere on every other territory
Seems like a good strategy would be to take them as fast as possible, only to be stopped by everyone else with the same idea.Bad Speler wrote:My opinion for the Jump Gates are just having each jumpgate worth 1.
That translates to 1=1; 2=-1; 3=2; 4=-1; 5=3; 6=-1; 7=4 . I can get behind that. It provides a nice bonus and a disincentive to just horde jump gates.Night Strike wrote:...keep the ascending positives, but change the negatives all to -1. This would provide an incentive to fort the JumpGates and the effects wouldn't be as bad (similar to having the single irradiated territory within a continent bonus on Apocalypse).
EDIT 2007-07-05 (version 0.: I have since changed the jump gate bonus to Night Strike's suggestion
Any other suggestions? Iām looking for an actual list of numbers and actual arguments and examples. ātoo highā or āto weirdā doesnāt help me.
NOTE: THIS POST ACTS AS A SUB-THREAD. I UPDATE THIS POST WITH YOUR RESPONSES.