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Maps need to be big to make scouting relevant


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#21 Zearoth

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Posted 30 May 2012 - 07:31 PM

I would hope so. Hopefully 4km x 4km is a big size diff from the normal and large square maps.

#22 Lt muffins

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Posted 30 May 2012 - 07:41 PM

From my experience with making maps with cryengine3, they tend to be on the massive side.

I would the expect the size of the maps to be anywhere from 2km x 2km to about 16km x 16km

(this is assuming they keep the map resolution of 1024 x 1024 and only adjust the meters per unit)

Edited by Lt muffins, 30 May 2012 - 07:43 PM.


#23 TWolfWD

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Posted 30 May 2012 - 07:56 PM

If the maps aren't large, we end up with melee brawels (of course not literal melee). ~10k sounds ideal, and I don't mind a bit of a walk myself, especially if the size of the map allows a team to implement actual tactics. But I trust the Devs to find a balance between size and time to engage.

#24 Kusiami

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Posted 30 May 2012 - 08:01 PM

The bigger, the better.

Let people who have zero patience go play games like Battlefield or Call of Duty.

#25 UncleKulikov

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Posted 30 May 2012 - 08:05 PM

Team spawns should be random within the area of the base. Full random spawns would be an awful idea.

Maps don't need to be big for scouts to play a big part. Give a small map large amounts of cover and intervening terrain, and a scout will be invaluable in determining who is where and allow a team to counter enemy movements with improved intelligence.

#26 Valron

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Posted 30 May 2012 - 08:07 PM

that would be a heck of a tool to use to discourage the vast majority running assault mechs.

#27 Kenyon Burguess

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Posted 30 May 2012 - 08:12 PM

there needs to be some huge maps not only for scouting but for defense missions. if you dont have 5 min or so to setup where you want your lancemates to be and for the scouts to get out in position that aspect of the game will fail too. all that would be left is the meet in the middle last mech standing. this is one of those issues i am very much looking forward to hearing a dev talk about. how big are the maps?

#28 Scrape

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Posted 30 May 2012 - 08:51 PM

Having a large map with varied terrain allows for both strategic or tactical defense or attack. Mech battles should not be thought of as infantry in a typical FPS where teamwork trumps tactics or strategy. Movements are best enjoyed as lethal chess pieces. The only way an ambush would ever work is on a large map with multiple routes.

Imagine the match starts and as the mechs move out there is talk of which way to go; advantages and disadvantages from approaching from the north vs the west. Or using the South to gain a tactical surprise! If the maps aren't big enough or interesting enough then battles will result into a fray harking back to the days of MW4. Yes there's is cover, but that should not be the end of it.

A scout reporting position of an enemy lance makes no difference if I can't approach that lance from a different direction. The information was nice, but the lance would have met them anyway. A scout mech should be more than 'Hey they're over here'. (For the cynical ones if you don't get that, I'm sorry.)

Ultimately, I am placing trust in the devs to have this worked out. There are a lot of fears posted of what might be, and shouldn't be because we have waited so long for something like this. I'm sure we will be satisfied with the release.

#29 Alfred VonGunn

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Posted 30 May 2012 - 09:30 PM

View PostMajor Tom, on 30 May 2012 - 06:57 AM, said:

Yes, maps should at least be as large as LRM range, so that scouts can be used for indirect fire targeting. However may Atlas is fat and gets tired fast so if matches are going to last 20 minutes it better only take me 1 to get to the center of the map.


Huh? THat isn't large thats damn near point blank... Large is 3-5km along each side at a minimum...

#30 Tarellond

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Posted 30 May 2012 - 10:00 PM

Even on smaller maps scouting, an action performed to find out positions of enemies, makes sence, because you need to know if enemy is regrouping asap. Also, if you know precisely where your enemies are, scout mech can still be of a great use to the team because they can flank like noone else.
So, size is not everything.

#31 Davers

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Posted 30 May 2012 - 10:31 PM

Well the one map we have seen in all the demos didn't seem all that big. Maybe we didn't see very much of it, but it looked like the mechs were able to engage each other within a minute or two. With a 20 minute match, there really isn't going to be too much travel time. On a 2 km map, an atlas can cross it in 1.5 minutes (approx). On a huge 16km map that would take 12 minutes! On a 2km map finding the enemy won't be much of a problem! But I guess the map size would go up with each additional lance added to the battle, and probably the match time too. On small maps I think the scouts will be mostly useful for making sure no one sneaks behind you, and for aquiring lock ons. But they will be much more useful on a huge map just in finding the enemy. After all, if your Atlas runs off in the wrong direction it may take a long time to correct it.

#32 Teralitha

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Posted 08 November 2012 - 12:32 PM

View PostSybreed, on 30 May 2012 - 06:51 AM, said:

I was thinking about this yesterday... if we want scouts to have a big impact on a match, maps need to be pretty big... I'm talking "Project Reality" big. Also, having random spawn points for each team will also contribute to make scouts really useful. This way, the first team to spot the enemy team gains a huge tactical advantage. If maps are small and spawn points always the same, everyone will memorize the location of potential enemies. Your thoughts?


Yep

#33 PhigNewtenz

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Posted 08 November 2012 - 12:37 PM

View PostTeralitha, on 08 November 2012 - 12:32 PM, said:


Yep


Did you really just zombie a topic in which no one had posted for over five months to simply say "Yep"?

I know that that's what you did, but I still can't quite believe it. :P

#34 Jeff K Notagoon

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Posted 08 November 2012 - 12:38 PM

Nice necro.

Anyway, the 2 next maps hidden in the game files are HUGE. One is about 50% bigger than caustic and the other is about 100% bigger.

#35 Lavrenti

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Posted 08 November 2012 - 12:43 PM

View PostJeff K Notagoon, on 08 November 2012 - 12:38 PM, said:

Anyway, the 2 next maps hidden in the game files are HUGE. One is about 50% bigger than caustic and the other is about 100% bigger.


Good, because the ones we have right now feel pretty cramped. You can have Jenners in your base less than a minute after the game starts, and LRMs can reach most of the map without moving far. Bigger maps means more opportunities for scouting and maneuver to make a difference, and more decisions for people to make about where to go. All good in my book.





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