Hello,
I rarely post but the recent VLog discussion got me thinking about maps and how possibly PGI can triangulate its efforts to maximize its ROI on already existing maps and deliver a better player experience at the same time.
While I am not a developer I am a concept design leader for our business applications where I work and I always try to maximize existing functionality and leverage it in a way that we can spin it off and have a scalable solution that can grow around our employee and customer needs.
I think its worth a discussion to see if its possible for PGI to speed up its deployment rate of maps while capitalizing on existing map toolsets and at the same time introduce more map variability into the game for players while at the same time establish a means to provide a continuity of experience in community warfare on planetary style conquest battles...let me explain some key assumptions.
- I do believe that PGI has had to create various toolsets around maps and once that map is complete they have a diminishing return in terms of use because when they make a new map they create new artistic toolsets.
- Map size is limited to a degree to control the length of battles, overly huge maps would create issues in this area.
- First, start building out existing maps to a larger size, the tool sets already exist for those maps the terrain is all that needs to be different.
- Keep your boundary size the same even when making the maps bigger but randomize where the boundary falls on the map for public drops and even possibly CW battles.
- My first assumption is you end up having a shorter design time overall but yet the players never really know what terrain is going to be in the map, to be sure there will be some familiarity but just enough variability to introduce another level of tactical consideration yet still control map size to limit overall match time. You also reinforce a design silo of role warfare as scouting becomes much more important.
- My second point is that using this model in CW you could pick the map based on planet topography of area fighting and keep a better feeling of continuity on a planetary campaign and literally march a unit forward or backward on terrain won or lost. It creates a very natural progression for the player of hey I just won this real estate and advanced across the map or moved back as they lost terrain. By moving the fighting boundaries across the map you now have a very scalable solution.
I won’t get into much more detail but think this process is more about just making more maps, but rather maximizing the tools already developed for existing maps and finding a way to introduce them into the game design that provides additional value for both PGI and the consumer.
Many of the maps are awesome...and as a player I have often wondered what is past the boundries and over the next hill.
Edited by WM Jeri, 14 July 2014 - 11:40 AM.