With current rules (no upkeep on players and no limits on how many players can be on the same square,
and can attack from the same square) the map will become rather crammed.
Like 10*10 phalanxes with thousands of players moving slowly (to avoid tx fees) into battle for the next harvesting ground.
Perhaps there should be a rule "if a player A moves to a position already occupied by another player B
of the same color, then player A cannot attack until A has moved again".
Thanks for the input.. need more
we did think about this.. (here is some random stuff and slightly off topic (some contradictory probably) but i thought i'd throw it in, also I have been drinking slightly :d) :
I don't think it would get "too" crammed.. whenever a colour is near another colour they are going to cancel each other out (kill each other).. formations of players probably is going to happen.. if it does get extremely busy (it might), it will be a really good test of the network/system, and this would be exactly the sort of thing we'd need
As for many on 1 square, our original plan was you couldn't go on the same square, but this gets complicated when 2 people move onto the same square at the same time. Being on the same square I think will probably be used for some strategic "things".. example.. if you are going to get attacked, it's good to be on the same square as friendlies so that anything you drop is immediately picked up (i know you never actually said don't "not" allow someone on the same square)... more on that example.. you have 5 characters with a lot of money, there is a barrier of enemies not letting you past.. so you put them all on the same square and make a run for it to get through.. something like that
As for millions of each colour (crammed world), I "think" natural selection should balance things out... but.. one thing we were thinking about is "self destruct" - each player can destroy himself and all players surrounding him, with a 25% chance of killing friendlies. This should add a bit more strategy and reduce massive amount of players who are crowded or are on the same square, although, we are trying to make this "coin" very simple and "mineable" by all. Chronokings will be more strategic/mmo, we are looking at a 2500x2500 tile map with a 2 to 5 days time to cross the map, different spells, build walls etc, this will be more of a complex game style world, and MAY not be as much of a cryptocurrency as huntercoin is "supposed" to be.. Huntercoin is an (the) Altcoin with a difference.
there is no transaction fees for moving? (if you type a big message in text box you get a fee)
(side note), each move of a square (1 by 1) is not a transaction (to reduce spam of block chain), only each waypoint is a transaction (although client will submit new waypoint if destination is not in a straight line[any angles]).. each node calculates where each player will be at a given time if they have a waypoint set. Only straight lines are computed to prevent slow down if there are 1000s of players all with waypoints set (maybe it's too much as it is now), this is why each time you get to the end of a straight the client creates a new update. How it will turn out, who knows, this was the reason we created Huntercoin.
If it looks like people are going to "play/mine" huntercoin, eventually we will have point and click for attacking too.. and if you select to attack someone who is on a square with many people, it will (maybe) popup something so you can select which one to attack (maybe similar to when you click a POI on google maps which has a few POI on the same location and it opens in some spider web type thing? not sure of the terminology).
more random stuff:
We were worried that with the "1st" map design, it could end up with 1 colour dominating, but in this map, it would be inefficient to mine in the 1/4 Big square of another colour all the time.. so i think there will be an even(ISH) number of colours. Also, other players can "leech" a same colour players harvest areas, so to protect them they may need to bring in some other colours to protect from leeches, this cycle i think will prevent too much domination (but can't be ruled out)
hopefully i made some sense even though I went off the rails a bit