What tactical benifit comes from holding these islands? I think the caverns proved all to well that unless there is a damn good reason to hold something, noone is going too bother. And if it's too important everyone is going to be bitching because they're constantly pop locked and/or the main continents would be underpopulated.
Even then it's probably laid out wrong, it would be better if there were only two bases, with NO benifits, without towers, and you have to jockey over several control bunkers around the center of the map which provide sensors, equipment/med terminals and static heavy weapons (mortars, recoilless rifles, flak guns ect.), but not spawns. Then bump the pop cap up to to maybe 40 or 50 each with a maximum of 80/100. Around the fringes of the island they could possibly put spawn points to aid in gaining a foothold, but they would be open and extremely hard to defend, generally really crappy places to spawn.
Restrict vehicles to only non-tech vehicles on all islands and have some which have other limitations (although all should allow the purchase of AMSs.) Place a building with spawn/rearm at the center (basically just a tower with a new layout.) and the empire that holds it projects benifits back the the linked continent. And make it so you have to teleport to the island, so no bringing in vehicles from outside.
Edit: The bases should be a new custom design which heavily favor defenders, and have the same 15 minute hack timer as normal if your empire controls another base on the island. HOWEVER, if your empire does not control a base AND the same empire controls the two already on the island, they switch after only 3 minutes.
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{BOHICA}
Last edited by Incompetent; 2004-01-13 at 09:18 AM.
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