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Large Scale Warfare Map


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Poll: Large Maps for Warfare? (12 member(s) have cast votes)

Do you like the idea of a very large map with differenz winning conditions?

  1. Only for 12vs12 (24vs24?!) premade. (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. For CW on important planets (from lore) (11 votes [91.67%])

    Percentage of vote: 91.67%

  3. No sir, nice try. (1 votes [8.33%])

    Percentage of vote: 8.33%

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#1 TanE

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Posted 19 June 2015 - 06:00 AM

Large Warfare map suggestion:

As discussed in the CW Forum, there could be some planets with a special map or an additional game mode in the queue for 12vs12 premades.
A big amount of players want some warfare in much bigger maps, so as CW is officially in BETA for testing, so you could create a large map with big cunks of existing maps for fast work. Fill the gaps with interessenting geometry and don’t be too tentative for using low res/repeating skins of new areas.

So I created a large map of existing ones with following ideas:

Posted Image

Time: 45 Minutes
Winning conditions :

Gain X points (maybe 2000) before end of time or more points than the enemy
Attacker and Defender owns about one half of a map. Each one have a base. There is a neutral one in the middle of the map.

To score:
  • Destroying 90% of all enemy turrets and b6uildings will give you 2000 points total
  • Capturing like in Conquest mode with much bigger areas to gain points. But you have to be there with 4+ Mechs to start conquesting. After conquering the area, 2 attacking Mechs have to remain there to secure scoring. To stop conquering the area, you have to get in with 2+ Mechs. To conquer it for yourself you need 4+ Mechs and max one enemy remaining in the area (not enough to stop conquering
For each side: the starting base maybe create 0.5 points/second, the neutral base 1 point/second and a conquered enemy base 2 points/second (or 0 / 1 / 2)



Tactics:
Pure capture will leave you in the position to let the enemy destroy your objectives.
Pure destruction is a long distance to move.
But both is possible. Because of the map and possibilites a mixture would get the goal.

It would be a cheap way to see how the community will interact with a large map without creating too much new content to test it.

#2 GenJack

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Posted 19 June 2015 - 07:05 AM

I like this idea

#3 Fat Jack Murphy

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Posted 20 June 2015 - 10:27 AM

i would love to see regiment size warfare if possible (3x12+4 for IS, 3x15 for Clan)

#4 Telmasa

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Posted 21 June 2015 - 02:24 PM

How about huge maps for *EVERYTHING* in MW:O???

I don't care about longer loading times if it means a better game experience, I dunno if that is just me though....

#5 50 50

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Posted 21 June 2015 - 06:52 PM

Some really big maps would be very nice.
I think the really big maps would be better for community warfare, build some more depth to it.

I we can't get more than 12 a side for them, then having players stand by as reinforcements for the match to drop in a lance at a time when 4 players are lost from their side would be an interesting way to do it.
Keep rolling through the lances.

#6 TanE

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Posted 26 June 2015 - 02:25 PM

It would be hard for PGI to get many maps in that size. But this would be an idea, to get a huge map without too much effort. Bringing the patchwork map with one type of light and they wont be to colourfull. ;)

#7 Fat Jack Murphy

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Posted 28 June 2015 - 05:04 AM

finally a map where the 240XL MASC locust would make sense... wheeeeeeee, i can break the wall of sound !

#8 Vellron2005

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Posted 28 June 2015 - 11:49 PM

Huge maps would be awesome for CW and taking planets... Instead of having 13, 15, or however many there are now grids on a planet, make that number 4-5, and make use of HUGE maps with multiple objectives, all ow witch must be defended/completed to win and take a planet..

The patchwork map idea is great, but they would have to make the terrain mostly uniform.. no sence of having a huge blue sun overhead on river city for instance... or an acid rain from caustic... But the topography and objects are highly useable..

Naturally, blending compatible maps like on the map in the begining of the thread would be nice..

Combine river city and grimson strait, alpine peaks and forest colony snow, and then frozen city behind it, combine river city and canyon network...

GREAT idea..

Edited by Vellron2005, 28 June 2015 - 11:51 PM.






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