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Dynamic Maps


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#41 Jimskiavic

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Posted 27 August 2012 - 08:15 PM

Well thought out OP, great idea!

Definitely would add some uncertainty & variety to battles, requiring more flexible tactics.

#42 Blue Shadow

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Posted 28 August 2012 - 06:10 AM

Edit: Removed comment, classified information leak.... oops.

Edited by Blue Shadow, 01 September 2012 - 01:24 AM.


#43 RedDragon

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Posted 31 August 2012 - 03:28 PM

View PostBlue Shadow, on 28 August 2012 - 06:10 AM, said:

*snip*

Yes, it was I who asked Bryan about it since it reminded me of my idea here, but you should edit your post, you are breaking the NDA :)

#44 MrPlow254

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Posted 31 August 2012 - 07:58 PM

As long as the load time doesnt change by a lot I would like to see this.

#45 Blue Shadow

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Posted 01 September 2012 - 01:26 AM

View PostRedDragon, on 31 August 2012 - 03:28 PM, said:

Yes, it was I who asked Bryan about it since it reminded me of my idea here, but you should edit your post, you are breaking the NDA <_<


lol, that was a good blooper on my part! Thanks for pointing that out! Need to remember to check what forum I end up in after clicking a link hehe.

#46 540Degree

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Posted 01 September 2012 - 04:54 AM

I think it would be great to combine it with a minimapsystem like the one used in p.e. the age of empires series:

everything on the minimap is black until someone gets there and "scouts" the area what makes the minimap visible around his area and shows teammates if there is this damaged/intact bridge, hill or any other random object.

don't know if you've meant that already, but thats the way how i imagine it to be realised...

that might need more network ressoures and increase lag as it needs to be shared which areas are already discovered, but it might be worth it.
or maybe every client calculates these areas offline with the teammate positions he already has?
just some ideas to realize the system......

in the end random map properties would be senseless, if everybody would see which version of the map is loaded, just by looking at the minimap..... what would you need a scout for?

#47 MetalJunky

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Posted 01 September 2012 - 06:46 PM

To all those in favor of dynamic maps, I am thrilled with the IDEA... i say AMEN to all of you. I am with you and i don't have to say more.... BRILLIANT!!!

#48 CCC Dober

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Posted 03 September 2012 - 10:50 AM

View PostTardstrong, on 27 August 2012 - 08:08 PM, said:

...
Dams, bridges, mountain passes, tunnels.
What about gas tanks or refineries ala MechCommander2?


A couple of very good ideas and yes, there is precedent in both MC and MW games regarding the destruction of said elements ingame. Dams, mountain passes and tunnels are definitely something where the physics engine can show its muscles. Gas tanks are probably the next best thing after Fuel-Air-Bombs ^^

Just imagine a Twycross scenario where the attacking force is buried under tons of rocks from preset demo charges placed on the walls of a canyon. Or simply exchange the situation with a nearby dam that gets blown and flushes them out. Blowing a tunnel is mere childs play in comparison, but easily as effective.

Can't wait =)

Edited by CCC Dober, 03 September 2012 - 10:51 AM.


#49 Tardstrong

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Posted 03 September 2012 - 01:45 PM

I was thinking more along the lines as the chokepoints (dams, tunnels,passes etc) that would be randomly toggled before a match rather than something players would do.
If players are able to choke access to maps it would lead to light mechs rushing out to destroy the targets.  In my mind this idea is to randomize maps so it doesn't become a race to point x.


Let's say map x has a tunnel, dam, mountain pass and a bridge in central locations.  The map chooses randomly that 2 of those points are blocked in some way; blown up bridge/dam, collapsed tunnel, mountain pass blocked.  Scouts would have to find out what is open and then plans have to be made on the fly.
The reason I like this idea so much is that in my example map, 4 chokepoints with 2 randomly closed, instead of one map with the same travelways it becomes a map with 6 variants.  There would be more variants if a random number of chokepoints were closed off.
This idea gets even better on larger maps with more chokepoints!  If there were a map with 5 of these points and 2 were again randomly closed the map would have 10 variants if my math is working.  Now think of a huge map with 12 paths that can have between 1-9 points randomly closed...my maths fail me...but there would be a huge amount of variants of the same map!
No more rushing to point 'a'.  Scout it...if that point is up what about the next point...have to scout that before you can make plans.
It would be harder to design maps...but it might be easier to design one map with 10 variants than to design 10 maps from scratch.  And if we had 10 maps with 10 variants each?  In essence 100 maps!

Edited by Tardstrong, 03 September 2012 - 01:53 PM.


#50 Tardstrong

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Posted 03 September 2012 - 02:08 PM

Another idea for a random toggle; minefields!
I think they would have to be visible because how do you hide mines big enough to hurt a mech? And I would scream BS if I got into the middle of one without knowing.
Maybe make them destructable by fire so a patch could be cleared.

#51 Adrienne Vorton

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Posted 03 September 2012 - 02:16 PM

i like the ideas in the OP...in addition with randomly placed mission objectives (capture the bunker...but where the frakk is it=?!?!)
that would totally make scouts more useful and fun to play





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