Andreask (but that apply to many proposed metal distribution as well, nothing personal), you put metal patches right in the middle of corridor, that's silly, because anyway people will have to travel through corridors. Also, where people put mexx, they are prone to build defense around, if not little base, and you don't want that to happen in narrow passes, as it would block the passage, and turn the game into boring porcfest or all-air battle.
Large flat area and beach also don't need to have metal patches, because they will be used to build industrial complex over, or to reach sea.
On the other hand, all those side area, all those plateau that lead to nothing, will be left unused unless you put some attractive ressource on it. And really, that would be a shame. Let's look for instance at the little plateau right in the center. If there's nothing worthy on it, no one will bother climb it up. And so it will be like a piece a scenery, pretty, but non-existant gameplaywise. People will just quickly walk throught the corridor below, and even forget there's a plateau just up there.
But it there's some metal on it, then people wil want to grab it, and so will build mexx on it. Because of the central position, they will need some defense turret to defend their metal production. And so you'll see little base popping up on that plateau. Suddenly the game becomes a lot more interesting, because you have a clear passage down there, and a defended base up there, so, when an opponent comes here, he got to decide whether to press on and walk past, in order to reach the core of the base sooner, leaving that pocket of resistance behind, or instead to meticulously clean the fortified plateau, and losing all his advance momentum.
Let's try to explain it with a picture:
The BLACK lines show the path where units have to travel to meet the enemy. This path DO NOT NEED RESSOURCES on them, because:
- Anyway, armies are forced to take them, without needing more incentive.
- Mexx are the germs from which bases grows, and we don't want any base inside passageways, because that would clog them up, and they're already narrow enough as they are.
The GREEN area show the area that are left aside, the area where no one will go unless forced to. These areas are WHERE RESSOURCES SHOULD BE, so as to encourage people to take them, and build bases on them.
As you can see, somehow the green area coincide nearly exactly with the grey textured areas. Hence the idea: makes the metal map follow the grey texture.
One might say:
"OMG stupid the grey cover too much that'd be too much metal!"
But that would be forgetting TWO important settings:
- The area covered by mexx can be changed to anything by the mapper.
- The metal each mexx yield can also be changed by the mapper, independantly from the rest.
So, we can make it so even a large grey area can support only one or two mexx, and that each mexx only gives, I dunno, +1.5 M.
Okay, now comes a finer point. If mexx have large radius, and if metal cover exactly the grey area, then cunning player would put mexx at the bottom of cliff, so the mexx radius reach the top of cliff. Obviously, we don't want that. So the mexx radius must be precisely tweaked, large enough so we can cover each metal area with 2-4 mexx, small enough so you can't cover metal by placing mexx the other side of the cliff.
To help preventing that, I also suggest that:
- The metal doesn't cover the whole grey areas, but only the center of grey areas. Ideally use a texture a little different, like a tad shiner, to differienate they grey from around metal to the grey that is metal.
- Some screes be added to the bottom of cliffs, in such a way that you can't build close to the bottom edge of cliffs.
Another fine point:
Some grey area will be large, other very small. Well, make sure that large grey area have a low metal density, and small grey spot have a very hight metal density, in such a way that each mexx gives more or less the same amount of M, no matter if it covers a big spot or a small spot.