Sybreed, on 23 June 2014 - 09:41 AM, said:
he means that as long as we only have assault/skirmish/conquest/no respawn there's no point of having big maps. In big conquest maps, only the smaller mechs will get to the further cap points because the assaults want to be at the usual "confrontation spots". If you add diversity to game modes and whatnot and give reasons to go elsewhere on maps, then having bigger map would make sense.
In short, having an actual "warfare" scenario would make big maps shine. Our arcadey game modes don't require bigger maps.
edit: Or I could be wrong and the guy could explain his point further.
I think you're right but I still dont' agree entirely and here's why
When it comes to what he's talking about it has a LOT more to do with things like map design, communication tools, teamwork, etc.
For years the standardized advice given to new players is "stick with the blob" because the lack of communication tools makes it extremely difficult to communicate complex strategies in the middle of a firefight with only text based communication to use. This is where premades "cater" to pugs. It's one of the simplest ways to communicate sticking with the team and not just going full rambo to die in the first 60 seconds so this is where that strategy and term originated.
This is especially true when you've got 8 teammates that you want to try and coordinate. Now after years of this "strategy" and it becoming the standardized way to get new players to stick with the majority of the team. That has a lot more to do with teams constantly using the same areas, tactics, firing positions etc. than map size.
Design also plays into this as well. If certain areas are simply "better" at holding or attacking from then they will become the "standard" and be used more often than not. The top tier players usually set the tone for this type of thing. They explore, practice, and strategize in very coordinated teams. Thus they tend to find the "optimal" locations on the map. Since they're top tier players many begin to emulate their strategies and tactics in order to improve their own chances of winning. Battlefield has HUGE maps. They're also exceptionally well varied in locations and strategies. Sure there's always going to be "standard" locations but with a good map design that's balanced, it becomes easier to utilize more than just those standards.
I'll give an example:
Mordor AKA Terra Therma:
One of the most common things said at the start of that map is "Don't go into the volcano"
Why is this?
Well, going into the volcano and holding that area is actualyl a very GOOD strategy. It becomes a "bad" strategy when you have 3-4 teammates who want to crawl up into the entrance and
stop
in the entrance
blocking everyone of their teammates behind them from entering and returning fire on enemy mechs and bottlenecking themselves in the entrance to get picked off 2-3 at a time. That's because it's much harder to explain this to teammates due to the communication tools. It's much easier to just go left or right and avoid it altogether. Now if it was easier to communicate with teammates things like this would not ever go away but they WOULD be less frequent.
This is why I say things that were mentioned earlier have a lot less to do with size than other underlying factors.
Also, remember, I'm not suggesting or implying that small(er) maps should be done away with, just that big(ger) maps should be included. Options, not restrictions. If they follow through and implement some sort of voting system that also gives players the opportunity to play maps more to their liking more often (although not exclusively which is a good thing in my opinion)