by Fuchsia tude on Wed Aug 27, 2014 11:25 am
After playing some games on this map, I have a few issues.
First, Djinn and Dao seem extremely close together. Anyone who spawns up top uncontested has access to two powerful abilities there. Perhaps Dao could face the other way, bridging Wg05 instead of Ag03.
But my biggest problems with this map are more fundamental. First, it's almost entirely linear. There's really only a single path through, beginning to end: T2a to Dao, to Djinn (optional Iblis and temple), to Acolyte and Key, to T1 and Marid, to Ghul (optional Efreet), ending back at T2. Having no other options to cut somebody off makes it very difficult to undermine the leader in a given game; you effectively have only two options, head for them from above or from below. I'd like to see at least a few more paths through: say, connecting Wf07 to Ag08, Ag14 to Wg16, Fg22 to Wg22, and maybe Fg10 to Ag10 (I don't like the crystal doodad between Fg09 and Wg10, either; all other blocked movement is indicated with dark space). As it is now, Ghul and Iblis are really the only two junctions. Everywhere off the path is just a dead end, and aside from Efreet and the Temple they're of minimal reward, as well.
Which brings me to my next point: the crystals are kind of uninteresting as a pacing/territory bonus mechanism. Since they're distributed more or less at random, you need to take an average of 13 before you see any bonus at all, and then 14, 15, and 16 likely each gives you +2; and then you see probably nothing at all until 25+, when it's possible 26, 27, and 28 could give you +3 each; and so on. The rewards are so discontinuous and difficult to strategize towards that they mainly just give the leader a massive income.
If every dead end had 60-80% all of one color, that could make heading for specific locations an interesting strategy. And/or if each one provided a different bonus: say +1 per 2 W, +1 per 3 E, +2 per 5 F, +3 per 7 A, and crystal numbers were altered so there were more As and fewer Ws.