Thanks for the additional information data2008!
We have tested several playstyles here:
Make the players choose an exit based on their rank (last player choose first).
Make all players start in the colony and have each player start running with X seconds delay starting from last ranked player to first player.
Yeah choosing an exit based on rank, seems like it would take added time for not much benefit -- I think I'd prefer random but skewed in favor of rank (Mostly this is just for the speed advantage).
Starting in the store/colony would be another option but doing so would require players to memorize the map previously to know which exit they should run out of. Not to mention it's mostly about the Pub and outfitting Mules. What happens whey they try to purchase a Mule or go to the Pub? Or what happens when one player leaves the store but others do not?
Hence I think the cleanest would be to start all players out in the overall map (being small) and not allow anyone inside the store.
I think having individual delays would be frustrating to me personally -- I think it would be better to have it more like a race. Just provide button advantage for lower ranked players (on cases where two players are near each other trying to get the same plot of land.
But I like the idea of having a global delay that counts down prior to the "land rush" race starting... say 5 sec count down. This would let players find their location and formulate a plan of where they want to go, etc.
For the first round, we would take the rank of the Hi-Score table... so a weak player first round would have a slight advantage (a players Hi-Score rank is determined by Games Won, Winning Ratio, and the date a player joined).
Ah interesting, I like the use of metagame information of all previous games, very cool.
We put a fixed time in it (in seperate phase mode like 15-30 seconds).
Yeah that seems best. Course it might be interesting if that time varied based on the total amount of food all players have (then again, it might not).
no plot
Yeah... still not a fan of that being an allowed outcome. Big picture, who gets burned by this? To me the answer is newer players. Do new players really need to have this pitfall to worry about?
In one test-version, we even combined land rush and development to make it one parallel superphase... you could decide to go straight into the store and buy a mule first and then grab a plot and install the mule directly on it... or you could spent time to assay first and then grab the plot... food became much more valuable, because no food meant also no plot...
Wow crazy idea to think about...
The initial down side of that method would be that turn order would matter a great deal as it would give you first pick on a new plot of land and seeing how unless their is a mule shortage the player in 1st would most of the time get the best location, so that feels wrong to me.
So personally I think I'd favor the multiple phases, as I think it keeps it cleaner.
Keep the ideas coming

Will do

Thank you again for sharing some of your ideas/experiments!