One thing that concerns, is the proximity of those 3 garrisons in the bottom. They are so close to each other, if an allied player puts javelin soldiers in them or empire puts tankbusters, it might create a choke point that is far too strong.
I suggest you take the one on the cliff out, or the 2 other ones below.
14 refs is x2 additional expansions per player. It really only adds options to which way you want to expand. Opening new game play situations and battle outcomes.
With the standard 5 ref per player maps, how often do you actually see someone able to expand to all 5? It's very rare in my opinion. Even 4 expansions is fairly rare except on specific maps like FI. The point is the additional option with the 5th spot. That's all I was trying to do with this map, add different possible routes to take. Perhaps this will add a balance that can't be achieved with only the standard 10 refs.
But there are other things that can be done: 1. Replace one (or two) with another set of oil derricks 2. Remove one of the upper water refs etc.
These were thoughts I had when making these decisions. I'm open to any suggestions you may have though.
I have to agree with YellowJacket on this one. It is really boring to have the traditional 10 refs per map, where each player can get 5 and such.
Having so much refineries scattered across the map , opens up possibilities , which can keep your opponent guessing. Instead of having your opponent be familiar with all 5, these new expansion spots will have to keep your opponent scouting and guessing.
Personally , i suggest we keep these refs, and play something different for once.
I've attempted another modification to the Temple Prime Map. Hope you enjoy it!
Critiques, suggestions and balance discussions are welcome.
- YellowJacket
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