DaZur, on 03 March 2015 - 10:25 AM, said:
Okay PGI...
While I understand and appreciate the reason "why"... I'm not exactly thrilled with new map content for CW while solo remains stagnant.
While I don't expect "new" map releases for solo, I would expect new CW maps to also be offered as solo maps.
You are effectively disenfranchising your soloists in an effort to promote CW. Which is a logical veiled motivator... Just a little tacky tactics IMHO.
Make CW more inviting, lucrative and as easy to access as solo and the player-base will naturally transition to it without the unnecessary de-incentification of solo play.
Just my observation and unsolicited advise.

As far as I am aware most of the CW maps are using assets from existing maps. The next map for CW for instance uses the HPG manifold map set. Creation from existing developed assets is much, much faster, and less expensive.
That being said, I have been less impressed with the latest non-CW maps. Bog is very small and tactically limited. Mining collective is also rather small, offers a few more strategies, but sadly crashed all the time for me on my nvidia graphics card. Hopefully we see some more stuff. I would love environmental hazards, destructable terrain, watery maps where you can submerge most of your mech, and all sorts of stuff.
Possible ideas:
Hydrodam : Massive terrain much like Forest colony, Has a river with multiple crossways feeding a big pond/reservoir in the middle to edge of the map (note fighting in the middle is very difficult) which is deep enough to fully submerge your mechs. Has a current that your mech must fight against if you are in the pond/river that gets stronger near the dam. If you get too close to the dam intake you are sucked in and well.......
Lunar colony: Ultra-low gravity fighting. Rolling hills, craters, caverns, etc. Using JJs too much sends you off the rock so to speak and out-of-bounds.
Subterranean caverns: A twisted labyrinth of doom awaits you in the tunnels. At no point are the tunnels big enough to support more than a lance width of mechs, smaller tunnels allow lighter or shorter mechs (finally nova can shine) to navigate shortcuts and ambush spots. Certain parts of the cavern have running water that is leg actuator high for better cooling. Art/Air/UAV not available for use on this map.
Edited by Chagatay, 03 March 2015 - 11:01 AM.