The base camps are "Part of no District", as stated in the legend, so they do not need to be taken for the district bonus, just the Expedition Route bonus. Also, as for Rorke's Drift, I find taking those +1 is mainly because I have a tert trapped behind one, not so much for the bonus all the time, but I do see your point. I guess to me a lower neutrals makes it more appealing in lager games, but in 1v1 where there is more space it might make it a little too easy.koontz1973 wrote:Seamus76 wrote:I want to make the map fair, but I don't want to make the base camps too unattractive for only a +2 auto, which I think going through 6 would do.
People go though a 5 neutral for a +1 auto on Rorke's Drift. And the base camps need to be taken for the bonus region so not taking them is not an option. Raising the neutrals to 6 will not stop people taking them, it will only make them think about it in round one.
Sounds like a plan. I'll update the xml this evening to change Sleetmute, Kaktovik, and Delta Junction to 2n instead of 1n.koontz1973 wrote:Seamus76 wrote:Why not try leaving the base camps at 3n, and upping the terts they sit in to 2n. That way it's the players 6 against the neutral 5 to get +2 auto deploy, which is more of a gamble but also still attractive enough for some to take the risk. That to me seems like a good balance, and it forces players to either make a gamble early on or wait a round or two before trying for them. Personally its rare for me to kill 5 with 6 so I would probably wait longer to try for them or not at all.
My analysis says 6 is the minimum, 8 is the target number, but lets go with the 5 for now and keep an eye on it. If it continues, they will have to go higher.
koontz1973 wrote:Seamus76 wrote:I'm also going to make Port Heiden 2n unless there are any objections.
None, but again this is an easy bonus with neutrals all around. Raise it to a 2 and again, look at it later for a 3.
Will do this evening with the above change.