Now having a look at the four-base system with Keepsake Bay map!
Maybe we'll find that, in practice, four bases feels too quick in game duration when there are lots of players. Until then, I'm going to remain optimistic and enthusiastic that this could be the format...
So maybe I'm getting ahead of myself by seeing how this system would work with the other maps, but I'll continue because of my
passion for the game!Also, I mostly play strategy games, including tactical battlefield ones, so I can enjoy for it's own sake looking at the maps from a tactical perspective.
A well-known quote:
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.Antoine de Saint-ExuperyIf that's the case, then the refinements being made to the PvP team format should hopefully produce the game that we're looking for!
The minimum number of bases that can work with a non-linear proximal base capture system is four, arranged in a diamond of two triangles. With three bases you either have to go linear (no choice of bases to attack/100% of base captures are single base captures) or you arrange them in a triangle, in which case the proximal base capture system is meaningless as both of the other bases are adjacent.
With the four base system, the logic of including a proximal base capture system is still intact and providing two crucial roles for the gameplay:
i) Prevents teams attacking each others' starting bases directly. There is always two steps to the enemy base, with an intermediate base needed to be captured in order to attack it.
ii) If a team controls the middle two bases (and is therefore attacking the enemy's final base), then the proximal base capture system means they don't have to worry about their starting base being captured or "backdoored".
Anyway, enough hyperbole - on to the maps...!
There are only three variations that would have a chance of working on Keepsake Bay with the four base system. As discussed in the other thread, it's not as easy as some of the other maps to set up for PvP play. But I think that potentially all three variations could produce playable games. I like to think that some of the map's idiosyncrasies allow it to be viewed as something a bit different and therefore interesting because of that, from a tactical perspective.
The first variation provides a fairly straightforward game. Might need an added armory at West End somewhere to balance the one near the church for the Eastern District team.

The second variation contains the legendary tactical conundrum:
the Keepsake Bay Crooked Diamond. In the future, military academies will spend countless hours debating the best way of approaching the Keepsake Bay Crooked Diamond, in the same way the cadets at Starfleet Academy do with the Kobaysashi Maru test (
http://en.wikipedia.org/wiki/Kobayashi_Maru )
The capture network diamond is obviously a bit squished, but as I explained in the other thread, the Shop Lane to East Beach connection is essential for tactical and gameplay reasons to avoid a choke point around Eastern District to East Beach.

The third variation itself has two variations. At first I had one team starting at Shop Lane, but it's a bit imbalanced as the Shop Lane team has a better opportunity of getting the middle bases.
Then I switched the team's starting base from Shop Lane to Eastern District and it looks more balanced. Here are both variations anyway:

