I was playing Age of Mythology's "tug of war" scenario where you are in Egypt and have a tug of war with a Sethian Player over Osiris' relics. The Osiris piece is in a giant carriage and the Sethian Player slowly drags it to his base and you have to send forces to get it back. But as you bring it back, the enemy sends more forces... It reminds me of Jimmy's concept in the "Battle for the Ark."
One reason why the AOM scenario design wouldn't easily fix Jimmy's Scenario is that the AOM Osiris piece moves much slower than AOE's Ark. In AOE, the ark moves only a bit slower than a foot soldier. So by the time that you trained foot soldiers from your base, they wouldn't make it to get the ark.
Another reason, IIRC, is that the AOM scenario doesn't have a feature where the Osiris relic just sits in the middle of the map waiting for your soldiers to possibly recapture it like Jimmy intended the ark to do.
Still, the AOM scenario used a few helpful features for designing a "recapture the ark" scenario. One is that the ark starts relatively close to your base, IIRC, so that you have a better chance to send soldiers to recapture it before it gets to the enemy base. It's like the difference between racing someone where you both start at the same point vs. racing them when they start halfway to the finish line!
Another helpful feature is that the AOM map is fairly long, which gives you more time before it reaches the enemy TC. Actually, the AOM race path snakes a bit like an S made of two "<
" on top of each other, so it doesn't use curves that are as sharp as in Jimmy's map.
Another helpful feature is that it has shortcuts through the cliffs so that your troops can get to the relic easier before the relic goes to the enemy TC.[This message has been edited by rakovsky (edited 01-13-2021 @ 12:10 PM).]