However, the game has long since needed meaningful objectives and it’s so much more apparent in 12v12. Right now it seems most games end up in 12v12 blobs with deviations here and there.
All three lances should be split up on drop, and far away from each other, there should be multiple objectives that each lance is closest too. The drop zones should be placed in such a pattern that it encourages flanking of the other drop zones if possible.
Basically you would want it in such a way that lances couldn’t just merge and blob up easily without sacrificing time or a good position for a worse one. Something where lights could take advantage of the spread by assisting and heavier lance when needed.
The objectives need a reason to be taken and held, some benefit to the overall battle like a onetime reload, possible additional single drop after death or single respawn, maybe static defenses, something to make a point to holding a position that affects the battle but not a guaranteed end result like a loss or a win.
I think objectives are key to making larger games more meaningful, you could make the current game 32vs32 but it would still end up with giant blobs if the game itself doesn’t change.
MWLL has its flaws for sure, but it had elements that made the game less boring and predictable as MWO. MWO doesn’t need to be MWLL, and it shouldn’t, but there are some lessons that could be learned.
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Edited by Zypher, 07 August 2013 - 09:31 AM.