However, playing on the same old maps over and over gets dull. And dull is the enemy of a game's longevity.
That's why I'd like the devs to reconsider and use procedurally-generated random maps (''PGRM'') in Community Warfare.
For who don't know what a PGRM is: basically, your computer builds a map and terrain using a set of 'terrain building'' rules which randomly allocate hills, valleys and other terrain features. The map building is seeded by a single random number, so that anyone who puts the same number into the map creation engine will end up with exactly the same map. It's how Minecraft maps are created.
MWO could use the same approach, with modular ''terrain sets'' which determine the colour palette, environmental conditions, and basic type of terrain. A PGRM could be replicated client-side simply by telling each player's PC what tile set to use, and which random number to seed the PGRM engine.
Now, I do realise that PG maps wont be as good as hand-crafted multiplayer maps. Most will give an unfair advantage to one side or the other. But when you're simulating a galaxy, across hundreds of worlds and hundreds of games, the unfair advantages will even out for everyone over time. Further, that's what fighting in the IS invasion would be like... MechWarriors encountering different terrains on alien worlds, and having to do the best they can to fight from disdavantaged positions when they encounter them.
But most importantly of all, the game would never get dull. Each drop would be a new adventure. Instead of 'Yawn, Tourmeline again, all trudge to wreckage hill at d4 ... again'' your team would have to decide on the fly which way to go, which terrain features to use to advantage, etc.
Edited by Appogee, 12 April 2013 - 02:48 PM.