Epic map SG! It looks awesome.
Couple questions though (you probably were going to explain it, but just in case):
1. Do you think the game will be balanced when 4 teams will be within ~3 moves to the Rebel Outpost while the other 8 are ~7 moves away? That's over twice the distance to get to whatever is going to be there (quests, buying/selling, etc.).
2. Will you label all the landmarks so we know which things are wonders, cities, harvestable terrains, etc.? You could even have two maps up, one static map with labels for everything, and one map that actually shows all the players on it. That way we don't have a clogged up map. Either that, or if someone with awesome coding skills can set layers that can be turned on and off that'd be even better. Layers for each Element, Masters/Generals, city/wonder/terrain labels would be a great start I think.
Thanks.
1. That's the challenge we have with this particular map. Some elements will be closer to center, which gives them a slight advantage when visiting "Outlaw City". But on the other hand they are in the middle of the map, and are surrounded by other elements.
Lets say everyone wants to take out
. Closest capitals from
capital are:
- 4 hexagons away
- 4 hexagons away
- 5 hexagons away
- 5 hexagons away
- 6 hexagons away
Lets say everyone wants to take out
. Closest capitals from
capital are:
- 4 hexagons away
- 4 hexagons away
- 7 hexagons away
- 7 hexagons away
- 9 hexagons away
So even though
is further from the center, it's more protected from other elements.
I agree with dragoon, there should be some kind of fog of war involved, meaning you only know what your team has explored yet. Otherwise it will be to easy to find shortcuts and the shortest way around obstacles.
Fog of War is almost impossible to achieve without doing some serious coding. I think it would make this event a totally separate game from Elements which is not the goal here.