Posted 24 January 2016 - 07:45 AM
Ever since the Battletech cartoon and reading a few of the Grey Death Legion series of Battletech novels, I've wanted to be able to fight in an underground factory, or mine, or sewer system. Long story short, a bunch of tight, confined tunnels. Ramps that lead up mean mechs with high mounted weapons would be at an advantage, but on the other hand, ramps that go down will finally have mechs like the Atlas with super-low mounts will have an advantage. Mechs with jump jets will find that they don't do much good in this case. Fill them with automatic blast doors that don't open unless a 'mech approaches them, and you've got a brawlers' paradise.
On the flip side, Mechwarrior 2 used to do a lot more with gravity. Maybe some of the maps could have reduced or increased gravity, speeding mechs up or slowing them down, respectively. Also increasing/reducing ballistic, missile, and jump ranges.
I'm also interested in maps that handicap one aspect or another. We've so far only seen maps that play with cover and heat levels. I'd like to see maps with high winds, which throw missles and ballistics off course. Some maps with crystalline precipitation which greatly reduces the range of energy weapons. Maybe it would also reduce the ranges at which a 'mech could be targeted. A "Torrential Downpour" might get the same effects, but with the added bonus of extra heat dissipation when out of cover.
But mostly, I want to see more small maps, more frequently. The old Forest Colony map was simple, but great. A few paths, but the match started quickly, and didn't require you to trudge your mech for five minutes just to get to the front lines. Lots of little, generic maps are what we need, especially for CW. Fluffing out a planet's biome, and then creating a number of biome-based maps like Jungle 1, Desert 4, and Plains 2, so that the planets that you drop on feel believable to some extent. Also, CW maps should show up in pub drops, and pub drop maps should be given objectives and used in CW.