Extreme Maps...
#1
Posted 10 October 2015 - 02:23 PM
Thsee conditions would change the entire way people play the game, giving individuals and.teams something new and exciting.
Submerged maps may allow faster heat dissipation, but all projectile weapons and missiles would be obsolete, PPCs may damage your own mech when discharged, jump jets would be seriously hampered, and fast mechs would be seriously slowed. A whole new level of patience would have to be observed. Even if only a portion of a map with some strategic value underwater could really shake things up.
Maps created in the vacuum of space, and truly limited gravity, would also be a boon. Fast mechs could become suicidal death machines, crashing into anything and everything, due to low gravity and lack of drag. Assaults could bound across the landscape at an unheard of, 150kph! Jump jets could blast you clear out into space. Missiles, lacking oxygen in the surrounding atmosphere, wouldn't have the explosive effect they normally would, limiting their damage. Projectile weapons would hit much harder, and at increased range, lacking drag and gravity...Dual AC/20s or Dual Guass, could literally tear an Atlas in half! To top it all off, there's a 500°c heat difference between daylight and night. Imagine a planet or moon that doesn't rotate, and imagine fighting across that day/night plane. One second, you're roasting, and the next, you can alpha 4 ERLLASER without any problems.
#2
Posted 10 October 2015 - 04:23 PM
For example several epic maps from Gray Death Legion, such as Regus university with mech plant. As i remember clans captured this world afterwards. It was situated in Rasalhague. Or sarna, where davion beat liao. Real forest maps not just giant seqoias, such as Northwind with the Tara capital. E t c. If you want some extreme circumstances several planets have deserts on the surface and several are ocean. For example if some mech fall in ocean it will die, because it is too deep.
I saw that designers had already rebuilt caustic valley in order to add some tactics and avoid nascar, and result is great! We need ordinary maps maybe on the farm planets. And of course solaris mode with arenas and maybe leagues for fans of stats and "clans" (don't mix with real clans).
And of course where are union drophips?) they are such a signature piece of battletech as warhammer and marauder.
Edited by Vetal, 10 October 2015 - 04:54 PM.
#3
Posted 10 October 2015 - 04:37 PM
Edited by Vetal, 10 October 2015 - 04:38 PM.
#4
Posted 10 October 2015 - 06:02 PM
#5
Posted 11 October 2015 - 01:49 AM
No gravity should just mean mechs with JJ's can jump higher. I'm ok with cold/hot maps though. Just not so extreme that you can constantly fire 4 ER LL without worrying about heat.
#6
Posted 12 October 2015 - 05:12 AM
Adding the effects of water would mess with almost evey aspect of a mech. I remember a submerged mission from Ghost Bear Legacy.. you had to pilot a specialy modified mech with torpedos, and all other weapons preety much sucked.
Water distorts and diffuses lasers. It slows down projectile weapons. It makes ordinary surface2surface missles inoperable. It provides increased drag to slow mechs down. And PPC's would probably be less effective too.
So playing in a sunken facility with some above water and mostly underwater areas would be REALLY fun.
I can imagine a multiple island map with deep sea in between, or perhapse a partially submerged naval yard, mechworks, or supply cash.
Also, Vetal is also right.. we have alot of "alien" maps, and very few "conventional" ones.. A few forrest, desert, arctic or urban maps would be a nice addition.
The options are limitless..
#7
Posted 12 October 2015 - 06:46 AM
#8
Posted 12 October 2015 - 09:49 AM
I don't know about more extreme locations, but locations that offer us something interesting like the trees in the bog would be nice.
#9
Posted 12 October 2015 - 11:31 AM
#10
Posted 12 October 2015 - 11:58 AM
#11
Posted 12 October 2015 - 12:53 PM
#12
Posted 12 October 2015 - 01:16 PM
#13
Posted 12 October 2015 - 01:27 PM
Content matters, size does not. The only way a huge map would be interesting is if it were urban...something the size of Houston or Chicago or New York.
Edited by Makenzie71, 12 October 2015 - 02:50 PM.
#14
Posted 12 October 2015 - 02:45 PM
cSand, on 12 October 2015 - 11:58 AM, said:
Yeah where you can shoot at stalagmites and stalagtites and they can potentially damage mechs.
Serpentbane, on 12 October 2015 - 01:16 PM, said:
Ie. the Battle of Kursk with mechs.
#15
Posted 15 October 2015 - 06:41 AM
Makenzie71, on 12 October 2015 - 01:27 PM, said:
Content matters, size does not. The only way a huge map would be interesting is if it were urban...something the size of Houston or Chicago or New York.
Size alone is irrelevant, yes. But the game, in my opinion need to grow to get out of the arcade style shooter is has become.
My sugestion is a combination of Assault and Qonquest where you can capture and hold Landing Zones around the map, and that each player can drop several mechs to each battle. Also, the number of mechs each player can drop with should be based on tonnage and mech points, not a predefined number.
I've also done som thinking about how sensors could be used to front teamplay, together with more team based reward systems and objectives.
Read mor about my toughts in this thread.
http://mwomercs.com/...-down-the-road/
This is the MWO I'd like.
Edited by Serpentbane, 15 October 2015 - 06:43 AM.
#16
Posted 02 April 2016 - 11:55 AM
Quote
HPG manifold, Caustic.
Edited by Vlad Striker, 02 April 2016 - 11:55 AM.
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