I posted this in the suggestions board, but I am posting it here too. I will leave the thread verbatim. Hopefully it gets some attention from map makers here.
Concise description:
First off, I will state this: I am not sure whether a new gametype would need to be setup for this to work or just new maps to be designed with this in mind. I have no talent for coding or mapping, so I do not know the answer to this. I will just continue on under the assumption that it will require both a new gametype option and new maps to support it.
I am proposing a new gametype primarily for team games (I suppose it would work as a free-for-all gametype too) in which maps contain territorial sections that are symmetrically/evenly divided up between players on a team. The goal of the game is obviously to control all territories, but the way the initial drop would work, this would mean invading another team's already fortified "base".
Specifics:
Here is a very basic and very poorly rendered example of a map design that would work for this, this particular case being a four team doubles:
If you are only playing a two or three team doubles game, just imagine that the unused "bases" would be filled with neutrals. I realize the map design would have to be different for triples and quadruples games. I also realize that map choices may have to be restricted when creating a game of this gametype in order for this to work. This map, for example, would not work for triples, but could work for quadruples, so a map like this may have to be restricted when a person chooses to create a Triples Siege game. I am hoping that this alone is not enough reason to stop this idea from being implemented.
Now, in my image above, the 3s obviously represent the players and teams. Notice that each team -- Team 1 being red/green, Team 2 being blue/yellow, Team 3 being pink/turquoise, Team 4 being orange/grey -- is symmetrically placed in a specific area. The lines represent what territories can attack each other. Notice that each team can hit each other team from a certain spot. A setup like this takes out the randomness of the initial drop, thus eliminating one aspect of the luck that this game requires.
There is a lot of complaining about how prevalent the luck factor is in this game. Not much can be done about the dice or how quickly someone acquires playable cards, but something can be done about the initial territory drop. I have just recently returned to this site after a two year hiatus, so I am still learning the new maps. I believe some maps drop players in specific territories evenly at the beginning of the game, and that is the basis of this new gametype.
I already know what one of the complaints will be: "It looks like you already hold an area bonus right from the start, so whoever goes first gets a huge advantage." I am aware of this and already know how to prevent this. My idea is that you get no area bonuses within your own home base, but only area bonuses from within an enemy base. The only problem with that is that I don't know if it is possible to to code a map to allow for this -- some players being able to acquire a specific area bonus while others cannot.
That aspect alone would create a whole new set of strategies. Whether or not to prevent an enemy from getting bonuses in your base that you cannot benefit from by holding them yourself. And if you do want to prevent them from getting those bonuses, how hard do you try?
This will improve the following aspects of the site:
This would create a whole new way to play team based games and even free-for-all games.
You would get to have a home base to launch your attack from right at the start instead of spending the majority of the game creating a home base to launch from.
You have the challenge of breaking an enemy in a fortified base, and the winner will be determined by who has the better defensive and offensive schemes.
Providing a symmetrical drop at the start of the game eliminates one aspect of the luck inherent in this game.