I personally found the other night's M'aol shenanigans more enjoyable when M'aol's movements were not known for sure where he would go. Obviously, this leads to min-maxing of using closer locations as the further locations are less worthwhile than their counterparts. However, the current system is also the same where further locations are less worthwhile to go for M'aol as assuming attacks made on his minions go from closest to furthest distance the fight for M'aol starts on the early locations so won't even make it to the far locations.
A proposed solution to this is having a weighted system. The furthest locations having a better weight (doesn't have to be significant, just enough to *maybe* have a chance against the others) will mean that travelling further is marginally more worthwhile (similar to normal traveling in Torn) but players can still go close to save on flight time and hope that summons do come their way despite the odds slightly being in their favour?
That's all!