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What I Want In Future Maps.


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#1 Biglead

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Posted 19 October 2013 - 11:52 AM

More routes. 3 to 4 routes per map make sensors/ECM almost useless for gathering enemy location intel. Ex: I sent a locust water on forest colony and he didn't die immediately and I sure as hell don't see them on the coast...so deduction...cave. There is simply not enough routes in the maps we have to deduce a strategy other then "Everyone herd to cave!" Or for the timid "Rush Base!".

It's not necessarily that those strategies are bad, but as soon as they start happening it's almost always a snowball effect for one team. Leading to a lot of the "Capwarriors!" And "GG weight limits" being seen thrown around by the losing team.

I would like to see a defensible location at each route with 2+ paths to maneuver around for more depth per map. It would make maps last longer before they start getting complained about via forums and would stop the clustering to one spot as we have seen with other maps(Caldera, Dropship, Port).


Thoughts? Ideas? Suggestions?



P.S. I think this is the longest post I've ever written and while re-reading I noticed it sounded like complaining. But you know what? I am... I want better maps and as you can see by my badges I'm willing to pay for them.

#2 Randalf Yorgen

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Posted 19 October 2013 - 01:03 PM

Not bad, I think bigger maps forcing commanders to actually deploy scouts to find the enemy would add much to the battle. There have been suggestions of random location objectives on maps as well, salvage store houses that you have to "own" for two minutes before your team is awarded the bonus. They could also use multi start points, say six per side on each large map so that no one knows where the enemy base is to cap, they have to scout it out and thus eliminating the base cap rush until it is at least uncovered. Changing the enemy cap point to the dropship that they arrived in and putting some guns on it would also help to change the dynamic of the game somewhat. Imagine a solo locust coming around the bend and suddenly finding itself in the crosshairs of an Overlord dropship. (I thought that would make you smile ;D )

#3 Navy Sixes

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Posted 20 October 2013 - 12:29 AM

I agree, but you know how big maps go over with the slow assault crowd...

#4 Zerberus

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Posted 20 October 2013 - 08:02 AM

View PostBiglead, on 19 October 2013 - 11:52 AM, said:

I sent a locust water on forest colony and he didn't die immediately and I sure as hell don't see them on the coast...so deduction...cave.


This made me lol :D


But yes, I generally agree. However, the blob will complain even more about having to think and possibly press more than 1 button ;)

Edited by Zerberus, 20 October 2013 - 08:02 AM.


#5 Randalf Yorgen

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Posted 23 October 2013 - 09:33 AM

View PostTycho von Gagern, on 20 October 2013 - 12:29 AM, said:

I agree, but you know how big maps go over with the slow assault crowd...


True, but if the commander sets a rally point slightly forward of the start point and sends the scouts out right away then the opertunity to set ambushes presents itself. Once one team has done 30-40% damage to the other team then the leading team can think about going on the advance.

#6 Bilbo

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Posted 23 October 2013 - 09:37 AM

View PostTycho von Gagern, on 20 October 2013 - 12:29 AM, said:

I agree, but you know how big maps go over with the slow assault crowd...


The slow assault crowd wouldn't have a problem if the fast light crowd bothered to find the enemy for them.

#7 Ingvay

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Posted 23 October 2013 - 09:44 AM

View PostTycho von Gagern, on 20 October 2013 - 12:29 AM, said:

I agree, but you know how big maps go over with the slow assault crowd...


If you take away home bases, this wouldn't be an issue on a big map. Not being able to cap a base and win, means you meet another mission goal or kill all the enemies.

#8 Harmatia

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Posted 24 October 2013 - 10:34 AM

Forest Colony is really just too small to have 24 mechs stomping around on it. At least in newer maps they seem to be addressing this. I really like Tourmaline Desert, Terra Therma and Crimson Strait for player dispersion.

#9 Peiper

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Posted 11 January 2014 - 01:57 AM

Bigger maps, much bigger maps. And smaller forces on smaller maps. Putting 12 v 12 on River City is fun, but a 4 v 4 would be a blast! They need to let players make maps too. Some of the maps players created for MW4 blow these maps away. Scouts became viable, medium/fast heavies had a purpose zooming to a hot spot to save the day.

What we mostly have now are arena style maps, and that just doesn't jive with a Battletech simulation in my book. With the vaunted new UI 2.0 coming out, different dropweights and numbers could be selected for maps and teams to choose from, and they could have a foundry type system where people could elect to play on player made maps - which if good enough - could be put into normal rotation.

Yeah, yeah, PGI; I know. Back to the island with me!

#10 Roland

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Posted 11 January 2014 - 03:23 PM

I want clear visibility in future maps.

#11 Oppresor

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Posted 11 January 2014 - 04:08 PM

I normally run with Assaults, typically as an Atlas Sniper. Don't worry about the attitude towards bigger maps Tycho, because if MWO is to achieve its full potential the maps will need to get bigger, a lot bigger, infact probably by a factor of 4. When they do a lot of things will start to be viable, for example:

1. Recon & Scouting - The role will be absolutely vital for the Assaults.
2. TAG - An actual reason to fire LRM's on a target bearing given by the TAGing Recon.
3. Re-Am, via Ammo dump or DZ or even from a Drop Ship at a pre-determined LZ. This could create a role for the Patron Loader
4. More objectives and side objectives that could be rewarded in C-Bills or GXP E.G. Capture Mech Repair Bay and use it.
5. A real Commander role in a duel seat Mech (Probably an Atlas)

#12 StaIker

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Posted 12 January 2014 - 10:02 PM

The terrain type is important as well.

A large force of Mechs maneuvers like a fleet of ships, rather than an infantry squad. Because of that the maps needs to behave more like oceans than as mazes. The terrain should be varied but it should almost always be navigable. Walking up and down hills, crossing gullys, wading through water features and so on. What it should not be is what PGI has done, lots of cliffs and movement funnels that are fine if you are the only Mech in the game but through which it is impossible to maneuver a large force without creating chaos in the movement and reducing everyones ability to fight to near zero. If players have to watch the terrain when maneuvering, then they cannot be watching the enemy as well. In order to watch the enemy, they have to stop moving. Armies do not deploy tanks to the mountains, they are deployed to the plains and rolling countryside that they can best use. Mechs should not be forced to fight on terrain that all but eliminates their ability to maneuver in combat.

We need large maps, much larger than PGI seems able to manage, we need terrain suited for armored warfare and maneuver and we need clear visibility to extend the radius of battle as far, or further than the weapons can fire.

#13 MW Waldorf Statler

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Posted 13 January 2014 - 10:05 AM

the most maps more like labyrinths for testrats :D is not Battletech, more Solaristech..NO War , is Gangfight

#14 Ecouto

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Posted 13 January 2014 - 11:16 AM

Destructible environment :c plz...

#15 Asmudius Heng

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Posted 15 January 2014 - 09:38 PM

View PostStaIker, on 12 January 2014 - 10:02 PM, said:

The terrain type is important as well.

A large force of Mechs maneuvers like a fleet of ships, rather than an infantry squad. Because of that the maps needs to behave more like oceans than as mazes. The terrain should be varied but it should almost always be navigable. Walking up and down hills, crossing gullys, wading through water features and so on. What it should not be is what PGI has done, lots of cliffs and movement funnels that are fine if you are the only Mech in the game but through which it is impossible to maneuver a large force without creating chaos in the movement and reducing everyones ability to fight to near zero. If players have to watch the terrain when maneuvering, then they cannot be watching the enemy as well. In order to watch the enemy, they have to stop moving. Armies do not deploy tanks to the mountains, they are deployed to the plains and rolling countryside that they can best use. Mechs should not be forced to fight on terrain that all but eliminates their ability to maneuver in combat.

We need large maps, much larger than PGI seems able to manage, we need terrain suited for armored warfare and maneuver and we need clear visibility to extend the radius of battle as far, or further than the weapons can fire.


Agree, but not all maps should be like this either, it's the variety that we need though with only alpine being close to that.

#16 Stillavantis

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Posted 16 January 2014 - 10:42 PM

I know it is a pipe dream and not something that a smaller developer can probably handle. But have procedurally generated maps based off of the mechs on each side and the planet they are fighting on. Think of the how the game Spore auto generates creatures, use that same algorithmic programing to generate a new map every time. Some maps would suck, some would rock, and all of them would require tactical skill again. Instead of having limited maps where people soon learn where to hide, run, and fight.

#17 TygerLily

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Posted 17 January 2014 - 10:57 AM

I wish there were smaller shortcut tunnels for Lights (triangular "legs" on HPG), or more places that only JJ mechs could go (top of Citadel).

There's a couple places on River City that could be cool shortcuts for Lights: just right of the fallen bridge as your coming down from Upper/Park and the Dock to the left just before the bridge as you're facing the dropship. Both have little dead ends that run about 100 meters but don't have an exit!





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