Reference, does PGI see a need for large expensive maps, lets look at what PGI has for statistics and telemetry,
- they have all the current maps with the actual routes and areas indicated that every Mech has moved through.
- The have the location of every kill and death that has happened to a Mech, and this is current information
If we were only using these examples it would show that most if not all players only use a small amount of any map played.
- If PGI asks there gameplay designers what is working and what is not, they will tell them that the smaller maps are being used more to there full potential. (and they are easer to build and design, less $ for PGI to make.)
Here's an example of one of the medium to larger maps showing where the Mech's actually move:
(Frozen City dated May 2014, quite a bit of wasted space that had to be built and never gets used.)
This example shows that there is no reason to move to any other location, so finding the enemy is the only option.
- If there were reasons that needed the team or lance to move to a location or requirement to be at the maps edges we may see the entire map being used.
- It's been stated many times before, there is no reason for the current TDM mode that would follow any storyline or lore related function. (maybe when we see CW there could be a reason to need to destroy every Enemy Mech on the Battlefield.)
- game-wise ok, but any sane Company Commander would cut his loss's when down to less than 30% strength and 'surrender' or 'concede' the field to the opposition. Mech's cost quite a bit of $ to simply throw them at the Enemy. Many of the stories detail battles where the Enemy was 'driven off', few state that the Enemy was hunted down to the last Mech.
- Yes, it's a game of big stompy robots shooting each other, and that's what most players want to do, but there are quite a few long time players of this BattleTech franchise that do want tactics, strategy, wide open venues, and big maps that allow all these features.
I to have played on most if not all of the crazy large maps 'from that other game' (MW:LL), and I can tell you, if you don't have scouts doing there scout role, things will go bad for you. Large maps offer more options for the teams, if the maps are designed and planned well, and also offer future options for the designers to add in later. If you start with a small map there is little room left for added options.
If PGI doesn't have the time or development resources to built these large maps, perhaps they could 'stitch' together copies of the ones we have now, effectively 'creating maps twice the size' they were. This would give PGI the option of placing the teams on a small or large map, but only using the resources from the base map model. They could nearly double the maps we have now for much less cost.
An Aside:
I would still like to see a future battle field option when CW arrives, something as opposed to needing to hunt down and kill every last standing Mech.
- Rather than just kill everything, perhaps PGI could look at a function that the Commander or surviving Pilots can select.
~ 'Concede the Battlefield',
~ if there are only 3 Pilots left each can select this option, there votes would show to the other team members, consensus, game ends. Victors take the Battle location, opposition leaves with some level of Loyalty bonus for saving there Mech's to fight another day. (and any intel they gained from the battle, enemy and location) - Just an idea.
Just some ideas, for the option to have large maps,
9erRed
Edited by 9erRed, 23 June 2014 - 07:34 AM.