This map could stand to be made a bit larger, especially in the wake of 12-man teams and extreme long range clan weaponry. Extend out over the water a bit?
Forest Colony Map Is Too Small
Started by Clydewinder, Nov 11 2014 09:59 AM
2 replies to this topic
#1
Posted 11 November 2014 - 09:59 AM
#2
Posted 11 November 2014 - 10:32 AM
Map size is fine. It's nice to have a mix of small, medium, and large maps.
#3
Posted 11 November 2014 - 10:46 AM
Unlock the full Square that shows on the mini map, there is a lot o the map that seems to have been designed yet it is locked behind the out of bounds zones.
Actually PGI could randomly allocate the out of bounds areas by bringing it in or out, opening up one area and locking of other bits of the map.
Maps do seem play out the same way as there is little or no reason to fight in other areas (that is on all maps) some incentive to control/fight in certain grid co-ordinates could be beneficial.
EG, First engagement is in Grids J7-J9 to L7-L9 in alpine peeks, if one team holds this area for 1 minute it is locked for that side, the game then picks another 9 box grid to fight over.
Or even having the map split 50/50 and ever time 4 mechs of the same lance stand in a grid of the other teams grid square for 20 secs I changes control to red or blue, for each mech you lose out of your lance the control time takes longer, game finishes if one team gets a 60/40 ratio.
these are spit-ball suggestions just to open up some debate about these issues.
Actually PGI could randomly allocate the out of bounds areas by bringing it in or out, opening up one area and locking of other bits of the map.
Maps do seem play out the same way as there is little or no reason to fight in other areas (that is on all maps) some incentive to control/fight in certain grid co-ordinates could be beneficial.
EG, First engagement is in Grids J7-J9 to L7-L9 in alpine peeks, if one team holds this area for 1 minute it is locked for that side, the game then picks another 9 box grid to fight over.
Or even having the map split 50/50 and ever time 4 mechs of the same lance stand in a grid of the other teams grid square for 20 secs I changes control to red or blue, for each mech you lose out of your lance the control time takes longer, game finishes if one team gets a 60/40 ratio.
these are spit-ball suggestions just to open up some debate about these issues.
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