TheForgivenOne wrote:I like it, creates a much fair playing field.
Agreed, it's a good idea.
First turn advantage already offsets games on some of the maps (region count differences; a map that starts with 12 regions/4 troops each, first turn can make the next player lose a troop if 1 region is taken). Getting a starting bonus and first turn does generally decide the outcome of the game at the drop; not always, but more than ample to say that it's a rule with a few exceptions.
Coding in a check that tries to avoid the player with a bonus also getting the first turn advantage so that he (she) is less likely to swarm all over opponents with that bonus, seems reasonable.
In the multiplayer games, if players 2 and 5 both have bonuses, then the suggested coding change would allow player 1, 3, 4, 6, 7, or 8 to be in the "pool" to go first. That gives the first player the opportunity to break a bonus before the game is hamstrung by it. Guaranteed? Nope. But a lot more possible than if the player with the bonus also gets the first turn. It's also conceivable that players 1 and 2 get a bonus and player 8 goes first, which makes it unlikely that both bonuses get broken. At least it gives player 8 the opportunity to break player 1's bonus and hope that player 1, in turn, breaks player 2's bonus so that the game potentially begins, as the OP suggests, on a "more equal" footing. If, of course, player 3 got to go first, there's much more likelihood that both "drop bonuses" get broken before first round troops are deployed. At least in these scenarios, the lucky-drop players are fighting to retake a bonus rather than given extra protection troops before anyone gets a chance to stop them.