Davers, on 19 November 2014 - 03:51 PM, said:
We have large maps, and they don't encourage it either. There is just really NO REASON to split off from the main group. We need large maps with important things to do spread out all over them. Things that are fun to do and fight over, not more cap points.
I said largER not what PGI currently considers larger
I never said anything about more cap points either. Larger maps would give purpose to those scout and recon builds. It would give more opportunity to use strategies other than "deathball" to point A.
It would give more strategy than "I just spawned and within 10 seconds I'm already under fire from enemy forces".
There's not much point when you can see across the map and spot the entire enemy force right after spawning.
Tombstoner, on 19 November 2014 - 03:57 PM, said:
I think that might make it worse actually. as it stand now the team that doesn't link up asap is at a severe disadvantage as your assaults are mobbed by fast mechs...... if your not a max speed scout your at the Mersey of two that are.
I was thinking of a something that links the commanders orders and unit placement. a line that tells you roughly where to go and rewards players who follow unit commands. a beckon perhaps that only our team can see red blue green for alpha beta , gamma lances.
That happens because you're spawning so close to enemy forces and know exactly where they're at before you even enter the map. I'd also add in a more random spawn mechanic instead of set spawn points. You don't get swarmed by enemy mechs when you're not within range of enemy weapons after 10 seconds of spawning which is the case on a few of the current maps.