waauw wrote:Could work, I especially like the would table idea. What could also work is stone or metal to refer to the timeperiod(stone-/bronze age).
On a gameplay issue, as mentioned by someone else before, it might be better to have underworld acess points geographically more spread out.
I also think the occupation resistance(-2) would make the Underworld too unpopular as the current gameplay leads me to think it's all about achieving victory objectives rather than elimination.
Also do Cerebus and Tartarus attack anything?
I agree re. Underworld being unpopular, as things stand atm, with my planned development that may well change. If the development doesnt come-off and the map layout is pretty-much as currently depicted then there would need to be some adjustment to the decay amount, underworld bonus value and/or initial neutral values.
As for access to the underworld (i.e. to Cerebus at the entrance), it can be accessed from Athens or the Holy Lands, both of which are accessed from all central strongholds. This provides equal access to all players. Alternatively, equal access could be maintained if central strongholds (or even all strongholds) could access the underworld. However, if I were to follow the various access points from greek mythology then
some central strongholds would have access, but it would be unbalanced (players with some starting positions may be disadvantaged in certain game types). Tartarus has a planned purpose for my future developement, although Cerebus would remain simply the entrance region.
Regarding overall strategy and a potential 'race' for an objective, it is again worth reconsidering after the planned development. In fact, the developments make me wonder whether to ditch the objectives (or make the netherworlds objective harder) as it will provide more ways of killing opponents. Indeed, in order to ensure the new ways of killing opponents are attractive, I am considering ways of making straight runs for kill(s) more difficult (whether they be either through the treachourous routes or through-the-centre-and-back-out).
Anyway, we will consider your thoughts again when the developments are in place. Important gameplay issues. I am hoping to firstly, notch the graphics up a level or two, then introduce my 'development' so that discussion at that point can focus on gameplay for a while.
P.S. I am currently fiddling with the 'Blur' tools, so next sneak preview will hopefully show improvement of the edge/border of the main map (before I move on to improve the background for the central inset and edges/borders for that and other insets).