Alright, looks like we're looking at about half a dozen player factions, and maybe one or two outsiders. Assuming four systems per player and six for the Coalition, that's thirty systems base. Pad that out with a couple dozen more to act as no man's land, far reaches, outsider spawns, etc. etc. and we should be good to go.
[Tue 27] [15:31:13] <Arcalane>
viewtopic.php?f=36&t=5101&p=112362#p112362[Tue 27] [15:33:21] <Verminator> Okay. I'll probably slash a few sectors but not too many.
[Tue 27] [15:33:38] <Arcalane> we don't need a map anywhere neaaaar as big as the last prototype
[Tue 27] [15:33:54] <Arcalane> remember the bigger we make this stuff the harder it'll be to run
[Tue 27] [15:34:56] <Arcalane> throw a couple more standard player starts in just in case.
[Tue 27] [15:35:09] <Verminator> In that case I'll probably wipe the entire outer layer, plus maybe a couple of other clusters.
[Tue 27] [15:35:37] <Arcalane> I think it'd be best to start the map over from the imperial core and work outwards tbh
[Tue 27] [15:35:50] <Arcalane> rather than trying to adapt that big ol' bastard
[Tue 27] [15:36:33] <Verminator> Come to think of it that'd be better
[Tue 27] [15:36:43] <Verminator> Seeing as the last prototype is on my other computer
[Tue 27] [15:36:48] <Arcalane> haha
[Tue 27] [15:37:11] <Arcalane> well as long as we get something that isn't overconnected or underconnected 's all good
[Tue 27] [15:37:34] <Verminator> Meh, I'll download paint.net and get to work on it tonight I think. Got little else to do atm.
[Tue 27] [15:38:03] <Arcalane> so ~7-8 standard player starts, some outer reaches/offshoots for outsiders, no man's land between faction clusters, small imperial core... should work out fine
[Tue 27] [15:38:23] <Verminator> Sounds simple enough.
[Tue 27] [15:38:43] <Arcalane> try not to make the HOME planets too easy or too hard to defend though
[Tue 27] [15:38:57] <Arcalane> the map style encourages bottlenecks enough already
[Tue 27] [15:39:30] <Verminator> 3/4 ways in/out for a player's starting sector?
[Tue 27] [15:39:47] <Arcalane> sounds like a plan.
[Tue 27] [15:40:20] <Arcalane> what you want to avoid is stuff like... hold on
[Tue 27] [15:43:29] <Arcalane>
http://i25.tinypic.com/pws6.jpg green bad, white good
[Tue 27] [15:45:09] <Verminator> Do you reckon the greens are too easy to get into?
[Tue 27] [15:45:40] <Arcalane> my concern is that they all share one thing: a single crossroads system
[Tue 27] [15:45:58] <Arcalane> that splits the sector almost 50/50
[Tue 27] [15:46:12] <Arcalane> with the whites you have a couple of ways around
[Tue 27] [15:46:22] <Arcalane> but with the greens you HAVE to pass through the crossroads to get anywhere
[Tue 27] [15:47:02] <Verminator> I see what you mean, actually. I think at the time it might have been intentional. I'll avoid it.
[Tue 27] [15:47:21] <Arcalane> in the case of the bottommost green near the lower right, you could set the leftmost dead end as your capital, and use the other four to force people to fight through the same amount of defenses no matter their approach
[Tue 27] [15:48:06] <Arcalane> the nature of nodes/lanespace mean blockading is trivial compared to how space
really works
[Tue 27] [15:49:13] <Arcalane> sure it should still be possible to some degree, and if people go running off to secure dead end trails for that purpose let them, but they shouldn't START in a position where it's easy to do so, unless they're Outsiders
[Tue 27] [15:49:33] <Arcalane> in which case the chain/dead end stuff is to make it so they don't run into people too soon
[Tue 27] [15:49:37] <Verminator> Yeah, I definitely see what you mean by that. I'll try not to do that.
[Tue 27] [15:50:03] <Arcalane> humanity is blissfully unaware of the presence of alien species
[Tue 27] [15:50:16] <Arcalane> just as the coalition is blissfully unaware of any other factions
[Tue 27] [15:50:55] <Arcalane> or more like arrogantly believe that nobody else could have survived
[Tue 27] [15:51:01] <Arcalane> but anyway, that's another topic entirely