From a perspective of functionality, the landbridges work. They just do not look very pretty or feel overly space-y. In my personal opinion, this is better than portal systems or drop based systems, though, as these need more tedious and unnecessary micromanagement that retards the flow of the game artificially, at least from what I've experienced. It is still far from perfect, though
I think the size of planets is not necessarily a big issue, as a map like Azeroth Wars never needed that many structures. A system atm fits enough barracks-structures and defenses to work properly. But yeah, it is simply not as elegant as Azeroth would be.
I believe the air issue can be adequately addressed with balancing units accordingly or restricting the number of air units being built through a resource system, e.g. air is gas-heavy, which is more restricted than minerals
Another alternative would be to create systems akin to what The Final Frontier map did. This would simply leave out all ground based combat in favor of air combat over systems, which can work. But for a more action packed game without a strong building component, this reduction of dimensions is problematic likewise. There would be no natural chokes and it would lack the ground-air interplay.
I've been working on a map like this for a while already and have similar factions (Amon-Taldarim/UED/Dominion-Kel-Morian/Umoja-RaynorsRaiders-Miras Mercs/Kerrigans Swarm-Stukov + Zagara/Khalai-Nerazim). I have the systems, capturable systems, win conditions and basic building set up. My main problem at the moment is making the map fun to play. The limitations I have encountered so far are definitely the terrain, which is simply not as compelling as an Azeroth map. Mine has maybe 80 planets, but I've done landbridges between planets for now to facilitate the spread of units.
So what I would be missing is a) balancing the units, b) lots of missions, actions etc. For instance, I want Raynors Raiders to follow the entirety of the WoL campaign c) a compelling dynamic. From the last test, air units dominated everything. Furthermore, the connection between planets does not allow for much strategic depth.
Here is an (outdated) picture on how I set up the Koprulu system. If you wanna test it at some point, feel free to contact me.
From a perspective of functionality, the landbridges work. They just do not look very pretty or feel overly space-y. In my personal opinion, this is better than portal systems or drop based systems, though, as these need more tedious and unnecessary micromanagement that retards the flow of the game artificially, at least from what I've experienced. It is still far from perfect, though
I think the size of planets is not necessarily a big issue, as a map like Azeroth Wars never needed that many structures. A system atm fits enough barracks-structures and defenses to work properly. But yeah, it is simply not as elegant as Azeroth would be.
I believe the air issue can be adequately addressed with balancing units accordingly or restricting the number of air units being built through a resource system, e.g. air is gas-heavy, which is more restricted than minerals
Another alternative would be to create systems akin to what The Final Frontier map did. This would simply leave out all ground based combat in favor of air combat over systems, which can work. But for a more action packed game without a strong building component, this reduction of dimensions is problematic likewise. There would be no natural chokes and it would lack the ground-air interplay.
I've been working on a map like this for a while already and have similar factions (Amon-Taldarim/UED/Dominion-Kel-Morian/Umoja-RaynorsRaiders-Miras Mercs/Kerrigans Swarm-Stukov + Zagara/Khalai-Nerazim). I have the systems, capturable systems, win conditions and basic building set up. My main problem at the moment is making the map fun to play. The limitations I have encountered so far are definitely the terrain, which is simply not as compelling as an Azeroth map. Mine has maybe 80 planets, but I've done landbridges between planets for now to facilitate the spread of units. So what I would be missing is a) balancing the units, b) lots of missions, actions etc. For instance, I want Raynors Raiders to follow the entirety of the WoL campaign c) a compelling dynamic. From the last test, air units dominated everything. Furthermore, the connection between planets does not allow for much strategic depth.
Here is an (outdated) picture on how I set up the Koprulu system. If you wanna test it at some point, feel free to contact me.![Koprulu](http://i.imgur.com/qBfyjwr.jpg)