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Cw And Repetitiveness Question

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#1 Darian DelFord

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Posted 04 June 2014 - 04:14 AM

OK, so PGI has stated Fall for CW, grats to them, missing the deadline by two years. I honestly will believe it when I see it, However it raised an interesting question for me.

Currently all we have a 3 modes of death match set on on 12 or so maps. Now with the depth they wish to do with CW, and I am all for it, is it still not going to be just on the same 12ish maps? I mean for CW to actually "feel" different they will have to be pumping new maps out like CVS passes out condoms in the red light district.

Anyone know if this has been addressed? I think we will all be glad that CW will be here, but still we have had the same maps for a long long long time now.

#2 Reitrix

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Posted 04 June 2014 - 04:20 AM

View PostDarian DelFord, on 04 June 2014 - 04:14 AM, said:

OK, so PGI has stated Fall for CW, grats to them, missing the deadline by two years. I honestly will believe it when I see it, However it raised an interesting question for me.

Currently all we have a 3 modes of death match set on on 12 or so maps. Now with the depth they wish to do with CW, and I am all for it, is it still not going to be just on the same 12ish maps? I mean for CW to actually "feel" different they will have to be pumping new maps out like CVS passes out condoms in the red light district.

Anyone know if this has been addressed? I think we will all be glad that CW will be here, but still we have had the same maps for a long long long time now.


They have stated that there are 2 maps, Jungle an done other, currently in development. They've also stated to be doing an "Asset build" so that they can craft maps with existing assets as opposed to the way they're done now, where everything is made my hand.

I like to believe that once we get that Jungle map, we can look at our current maps as terrain baselines for what kind of new maps we could get, and such new maps could even be randomly generated using some fairly basic asset parameters.
For example, a cityscape like River City but on Alpine Peaks scale. THAT would be amazing.

#3 Ursh

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Posted 04 June 2014 - 04:24 AM

I want to see a factory map. Something with very tight sightlines so that LRMs and snipers are at a huge disadvantage. Also they could make waist-level gaps in walls to that mechs with low gunmounts would be on a level playing field for once.

Edited by Ursh, 04 June 2014 - 04:25 AM.


#4 Darian DelFord

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Posted 04 June 2014 - 04:27 AM

And the most important aspect, MAKE THEM HUGE. 24 mechs stomping around even on Terra Therma and Alpne makes them seem small, and lets not even talk about the earlier 8 man maps.

#5 Forte

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Posted 04 June 2014 - 06:18 AM

View PostDarian DelFord, on 04 June 2014 - 04:27 AM, said:

And the most important aspect, MAKE THEM HUGE. 24 mechs stomping around even on Terra Therma and Alpne makes them seem small, and lets not even talk about the earlier 8 man maps.


Large maps drastically reduce brawling, and just aid lights that want to hide. I'm fine with maps of this size.

#6 Joseph Mallan

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Posted 04 June 2014 - 06:20 AM

View PostUrsh, on 04 June 2014 - 04:24 AM, said:

I want to see a factory map. Something with very tight sightlines so that LRMs and snipers are at a huge disadvantage. Also they could make waist-level gaps in walls to that mechs with low gunmounts would be on a level playing field for once.

And yet someone on this forum would be opposed to this line of thinking! :D

#7 cSand

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Posted 04 June 2014 - 08:21 AM

I want to see a map on the deck of a space ship like in MW 2 mercs :D

#8 Alex Warden

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Posted 04 June 2014 - 01:23 PM

View PostReitrix, on 04 June 2014 - 04:20 AM, said:

They have stated that there are 2 maps, Jungle an done other, currently in development. They've also stated to be doing an "Asset build" so that they can craft maps with existing assets as opposed to the way they're done now, where everything is made my hand.

I like to believe that once we get that Jungle map, we can look at our current maps as terrain baselines for what kind of new maps we could get, and such new maps could even be randomly generated using some fairly basic asset parameters.
For example, a cityscape like River City but on Alpine Peaks scale. THAT would be amazing.


too nice to ever become true ^^

#9 Kyle Wright

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Posted 04 June 2014 - 01:31 PM

View PostForte, on 04 June 2014 - 06:18 AM, said:


Large maps drastically reduce brawling, and just aid lights that want to hide. I'm fine with maps of this size.



Depends, if you take away long distances that give line of sight to the enemy. Think of something like New York for instance. Huge city map with multiple streets going every which way with 1 central park that had many trees, some rolling hills, structure or two in the middle. You can stay hidden in the city and fight street by street or you can try and make a push through a open park that maybe 500m across.

#10 Forte

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Posted 04 June 2014 - 06:49 PM

See I feel like that could be fun, like have a city divided by a weird DMZ that snipers could use, but wouldnt dominate the field like Alpine does. It would also allow for better turrets as the ones in Caustic Valley are crappy in that the fight zone is predomninantly in one team's LRM turret coverage.

#11 Kyle Wright

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Posted 04 June 2014 - 08:26 PM

View PostForte, on 04 June 2014 - 06:49 PM, said:

See I feel like that could be fun, like have a city divided by a weird DMZ that snipers could use, but wouldnt dominate the field like Alpine does. It would also allow for better turrets as the ones in Caustic Valley are crappy in that the fight zone is predomninantly in one team's LRM turret coverage.


Can also add to that map mobile base turrets being ac10s and pulse lasers because the lack of a field of fire.

My thinking is map should be huge and lances split way apart as if they are running combat patrols. Throw in terrain such as hills with super thick forest you can't see through on top. Couple random tunnels here or there. Canyon or two. Maybe a deep lake where water actually slows down movement. Hell having a central lake would be great, just need heavy terrain around it so that brawlers can't flank if they try hard and lrm/snipers are limited to a few choice spots to stake out for a glimpse at a shot. The lake could have a decent island as well.

Right now trees are just fluff. They need to make it so maps like forest colony and caustic they break line of sight till they are destroyed completely. Movement through thick trees or deep water needs to slow you down.

#12 Ursh

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Posted 04 June 2014 - 09:19 PM

Hills=snipers. DMZ=snipers. Those dudes will never leave those spots unless the open spaces are very constricted.

NYC isn't my ideal example, unless you're talking about the tangle of lower Manhattan. Midtown and up is really straight streets and avenues, but I guess the snipers would have to be really quick. Still, I want a map where they never see you coming.

#13 Kyle Wright

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Posted 04 June 2014 - 10:13 PM

View PostUrsh, on 04 June 2014 - 09:19 PM, said:

Hills=snipers. DMZ=snipers. Those dudes will never leave those spots unless the open spaces are very constricted.

NYC isn't my ideal example, unless you're talking about the tangle of lower Manhattan. Midtown and up is really straight streets and avenues, but I guess the snipers would have to be really quick. Still, I want a map where they never see you coming.


I was referring to the whole city surrounding central park. By on Crimson is a good example of changing up street alignment focusing groups to fight block by block. Even if they did just straight roads there are always several avenues of approach.





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