Worried about map sizes
#1
Posted 09 May 2012 - 02:21 AM
Small maps mean mindless, zergy, slugfests that leave no room for real strategy in your gameplay. Anyone who's played any of the recent CoD games would probably agree. it would be less of a mech simulator and more of a twitchy shooter.
#2
Posted 09 May 2012 - 02:34 AM
1st Gameplay video
2nd Gameplay video (Light 'Mech)
Looks like its both sides of one map I think thats a pretty big map.
EDIT: Yeah just re-watched them defiantly the same map.
Edited by OhGilPin, 09 May 2012 - 02:39 AM.
#3
Posted 09 May 2012 - 02:39 AM
#4
Posted 09 May 2012 - 02:48 AM
#5
Posted 09 May 2012 - 02:58 AM
#6
Posted 09 May 2012 - 03:30 AM
Edited by pursang, 09 May 2012 - 03:30 AM.
#7
Posted 09 May 2012 - 04:00 AM
E.g you're in an Atlas, half-way across the map, and realise you're base is being assaulted but you're too slow to get back. OK you say, slow mechs should be base defenders. So next drop you go base defence, and spend most of the drop twiddling your thumbs. OK you say, I've had enough of these slow mechs, and you buy a Dragon
I just think roaming games covering large maps don't sit well if the basic game type is team destruction with base capture - which is a shame because of the two things having large interesting maps is the most important thing for me, and it could see larger maps being ruled out entirely.
Sorry, as you can tell, I'm wary of the whole base capture thing.
#8
Posted 09 May 2012 - 04:33 AM
Cheers.
#9
Posted 09 May 2012 - 04:36 AM
Anyone remember certain units in MWL that would pop-tart some damage early and then spend the rest of the match running away trying to get a win?
Unknown what MWO will use to determine wins if there is a tie, total damage?
The base capture aspect is nice because units can't simply get a kill or do some quick damage and then spend the rest of the match running in order to ensure a win, they need to be in a position to defend their base.
#10
Posted 09 May 2012 - 04:44 AM
Edited by MaddMaxx, 09 May 2012 - 09:15 AM.
#11
Posted 09 May 2012 - 04:47 AM
That said, the Big slow tanks and the Atlas go at about the same speed.. and the fast scouts in WOT go about as fast as the Jenner.. Although I think the Jenner is faster.
So IF KPH is accurately portrayed in both WOT and MWO.. then thats about the Map size you would need.
That said, I always wished the Maps in WOT were larger..
#12
Posted 09 May 2012 - 04:50 AM
However, I'm holding fire on this till I've tried the game, I've seen at most 15 mins of gameplay footage based upon an early Beta of the game, we don't know how the overarching universe game will play out what other modes will be added to the game as time progresses and there is an argument for 20-30 well designed maps to start with and a new one every month or so vs autogenned or bland flat maps as we have seen previously.
(I know it's a crazy dream but I'm really hoping there is or they add a quest style mode, you know, night time base raid with one or two stealthy mechs to take out a HPG tower or naval laser battery).
Edited by Striker1980, 09 May 2012 - 04:51 AM.
#13
Posted 09 May 2012 - 04:51 AM
#14
Posted 09 May 2012 - 04:53 AM
Maybe still not big enough for some people's tastes, but hopefully there will be support for custom maps as well.
#15
Posted 09 May 2012 - 04:56 AM
Quote
I can't really see where for a Jenner pilot that "after running for a while" and not having seen anything but more terrain, would be anything but impressive really.
#16
Posted 09 May 2012 - 04:59 AM
Ramrod AI, on 09 May 2012 - 04:51 AM, said:
Fair point too, in an organised team vs team style game you may not always want 15 min matches, you know 30 hardcore gamers slogging it out for over half an hour with faints, hit and run attacks and flanking manoeuvres on bases.
Sometimes in world of tanks you barely had time to scout out your opponent, wait for back up, allow your artilliary to soften the enemy up then take them and rush their base. I know that may have something to do with the average gamer on WOT having the attention span of a spider monkey off its' chebs on Redbull but still it would be nice.... though as I've already stated, I've not even tried the game yet, so there is no point criticising before we've had a chance to try it out, hell the fact this could be happening in any format fills me with glee.
-Striker.
#17
Posted 09 May 2012 - 05:11 AM
That would take an atlas at top speed of 54 KPH almost 6 minutes to go from side to side.. (Not too bad)
Yet a Jenner at 120 KPH takes 2.5 Minutes (Too small)
Think 5KM x 5KM for 4v4 but I think would have to double that for 12 v 12
#18
Posted 09 May 2012 - 05:14 AM
IIRC Maps in MW4 were 3x3 (with some 4x4) and in 8v8 you could still go several minutes without spotting the enemy.
To me, map size isn't the real issue. The real issue is how close together the initial spawn points are.
The map could be 100km x 100km. If the spawns are within 1km of each other, then the map size is irrelevant.
#19
Posted 09 May 2012 - 05:15 AM
i actually have no problem with maps that size.. or even larger as it would open up more tactics, ambushes, making scouts VERY needed (not just useful)
#20
Posted 09 May 2012 - 05:19 AM
Togg Bott, on 09 May 2012 - 05:15 AM, said:
i actually have no problem with maps that size.. or even larger as it would open up more tactics, ambushes, making scouts VERY needed (not just useful)
Well given that the LRM Missile only goes .64km, I guess 18km x 18km would work... Load on the Map, run 17.4km, fire a Missile Volley, run back 17.4km to tell the Commander that you "done good boss"
Edited by MaddMaxx, 09 May 2012 - 05:20 AM.
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