Pierce N.V. Post wrote:
Thorne wrote:
yeah... I kindof like where Lomondra was going before she started Thread Hijacking!

...maybe a central newbie ring, with five spiraling arms out, fac/caps at the ends, and then maybe 1 or 2 far flung as usual. Might have to create a few extra skylands

Also, you should put one skyland so far out it is unreachable, just to tempt and frustrate us (but especially bloO!). And then you can offer a special fuel mod during a competition to get out there.

Just thinkin of the future.
Thorne
My only fear with this (and it is more or less what I was getting at, too) is, like 2.3, it's a little too obvious where the lines of control are. So, maybe a little messier version of that idea?
Or, even better, if you go with the pre-planned hurricane idea, start with this, then once we are all fat and happy, mix 'em up, so that skylands once in "pure" fractional areas have to start living cheek by jowl with sworn enemies. (Course, the existence of this post might ruin the suprise. So, if you like it, devs, just reply that it is a horrible idea, and too much work).
What if each factional "arm" of the star only has 4 skylands in it (20 total), 8 skylands in the core (28 total) and 2 skylands at a distance (a la Uur/Grotto - 30 total). This leaves 8 skylands to distribute... unfortunately you have 5 areas in between faction "arms" to fill. If you put two in each, you'd have to create two more skylands. Also if you wanted to put a skyland really far out, as per my suggestion, you'd have to create three. (Skylands that would need to be created are in Orange).
Okay, everybody shield your eyes at the awesomeness of MSPaint and my artistic skills... haha...
So really each faction would have their own 4 to protect, plus any of the 4 between them and the neighboring factions (2 on each side) and then of course any of the ones you could grab from the core and from Uur/Grotto (total of 10 uncontested skylands not associated with factions at all).
Dunno.. maybe that solves the issues you were thinking of. I recall that in 2.3 the faction areas had around 7-8 skylands each, which did make things really cut and dry in terms of who felt what skylands were theirs, without leaving much room for ambiguity. Four is the number we're using this round and it's working out really well... we don't feel like the faction is under attack unless those four skylands come under attack, and there's still plenty of room to run and compete.
Thorne