stessier wrote:Okay, that's ridiculous. Where the @*#$#& are they finding these barriers? And how can they carry that many?? That's just wrong.
It's the power of sound!
I was unsure how high the nightly max should be, so I estimated. It takes 6 to block a landlocked hex, 4 to block a side, and 3 to block a corner. These can be chained instead, which blocks off sections of the island.
Perhaps that's too powerful. After promulgating the rule, I thought of two ways to modify it.
First, it would be better (I think) to have the max # of barriers = the current apparent population of Team Widmore. That way, there would be a penalty as that team shrinks.
Second, it would be better (I think) to have someone empowered to batch-discover where the barriers are. The problem with this is that the placement-adjacency rule would then expose the membership of the Widmore Group.
A third option, of course, would be to enhance the other teams' ability to remove barriers. (e.g., Sayid has the option to remove rather than penetrate any barrier he finds; another station functions the way gimped SWAN functions, etc.)
A fourth option, which I like, is
to give the oldest sonic barriers an expiration whenever the total number of barriers is greater than X. That way, it would still be possible to hedge in the Man in Black permanently (as the victory conditions might require), but it would not be possible to turn the Island into a Habitrail™.
I back-burnered these ideas because I didn't want to disrupt the rules. However, I'm open to discussion. I want the game to be enjoyable, and if some tweaking even in midstream is both acceptable to everyone and helpful to the overall experience of the game, I'm not wholly closed to mid-stream changes.
The easiest changes to make would be to make stale barriers expire after they've blocked for two nights. That would not alter powers, rules, characters, or the current state of the game, but would imply a modified strategy for each team.
Please post or PM your thoughts.