Can you justify that the gameplay wouldn't work as well as St Pat's? St Pat's demonstrated a gap in the market, in a big way. You're right in that these kind of map structures are a bit of a shoot-em-up / race to the finish. You seem to be writing the game-play off at conception - there are plenty of changes that could be made yet.
Here are some ways in which the gameplay would be an improvement on St Pat's- I cant see how these features would make it
less attractive:
- The security tower enables players to kill each other in mind-knumbing build-up games. Perhaps a lower value would make it more useful.
No horrible n4s and n5s at the beginning which make bad starts an extra nightmare on St Pats.
The observation deck bombard option would be an additional option to reduce build-up where players hang around the ground floor, waiting for each other to waste men on the reactor neutral (probably less-used than straight attacks on the ground floor but another option none-the-less).
How quickly players go for the resources creates a choice - take them quickly and be depleted or stay strong in case of attack through the lifts.
The Significant Problem Outlined by Evil
In 1 v 1 v 1 it is always the case that someone gets an advantage - chances of one player having a clear run whilst the others meet on the lifts - I can work that out - but very similar the same as St Pat's I suspect.
However, I see the point that the resources give the clear run dood / doodette
more advantage as they can go and pillage resources in next-door control rooms while the other doods hold each other up - potentially a +8 advantage for one dood.
Minimising The 'Clear Run' Advantage
If lifts connected to all adjacent lifts (+ had low starting neutrals) then that may help a bit? Then, in a 3-dood / doodette scenario, the difference between how soon they meet is an n1 - creating a number of choices - they can all attack each other easily - and access all the extra resources that are pillageable. Stock-piling would most likely take place on control rooms (with the lifts having decay) - meaning that players would need to defend landing craft and control rooms - not easy to hold lots of each.
Increasing the neutral value of one of the resources may also increase the strategic choices for players (maybe one of them an n1, the other an n5) & maybe adusting bonuses (1 for the easy resource, 2 for the hard one)?
Also, could the starts not be coded as 4 start positions (one ship on each side) to ensure that the a mega clear run advantage doesn't happen. It would mean that in 1 v 1 v 1, the maximum advantage would be that one player meets both opponents and the other two have one clear run each - not ideal but better than the potential double-clear-run for one player.
Other Gameplay Ideas
I'm wondering if there is room, or need for, or an advantage from, some kind of Mothership - attack-able from the landing craft - and able to either attack or bombard all landing craft - prob another relatively large neutral? Possibly a small bonus for holding? Hmm
And maybe the observation decks on a higher (rather than lower) level - able to bombard control rooms as well? Hmm
Possibly the Best Gameplay Idea
Six landing craft starts (in a 7/8-player game the vent entrances become starts instead). Each player gets 1 landing craft each (not sure whether 1 or 2 starts would be best in 2/3 player games?). Each landing craft would have 4 vent entrances they can assault. That would change things big style. Maybe decay on the vent entrances would work on this too (decay due to surface security patrols)
