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Dynamic Maps


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#21 Reoh

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Posted 17 July 2012 - 06:57 AM

Dynamic map balance is easy, mirror maps. Every benefit\penalty is applied to both.

View PostTechnoviking, on 12 July 2012 - 08:57 AM, said:

Does ANY FPS game have this feature? I know top down games have done this, but I haven't played any competitive first person game under which the map is randomly generated.


If you mean spawn points, Section 8 had a drop from above spawn that you could select.

#22 Schtirlitz

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Posted 17 July 2012 - 07:04 AM

Nice idea. I'd like some element of randomness on maps.

#23 RedDragon

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Posted 17 July 2012 - 10:29 AM

View PostBodha, on 16 July 2012 - 02:32 PM, said:

Imagine for a minute you spawn in on the map and you have a general idea of the terrain (easily explained as sat view or overflight intel), and you know there is an enemy force, but you don't know where they are. Now you NEED scouts to find them. You need faster mechs to skirmish, screen, and potentially flank the enemy main force. These simple things would drastically improve the value of smaller mechs. Now the assault mechs will not just run to the same spot every time. They got to hang out for a minute and figure out where they need to move to after the scouts localize the enemy force. A faster team could easily use their mobility to change the overall feel of a battle. Slower teams will still have the advantage in firepower, but have less battlefield intel and limited ability at forcing the enemy into a fight.

Exactly this. I hated it when fights in MW4 always ran by the same pre-set scheme. Drop, move to point X, fight the enemy (who dropped, moved to point Y and did the same).
Some random elements would mean different battle plans for the same map, more (redeeming) work for scouts and overall more diversity in matches.

#24 Agent CraZy DiP

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Posted 17 July 2012 - 11:03 AM

I think the defense team should always be privy to the major dynamic changes that have occurred on the map.

#25 Bodha

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Posted 17 July 2012 - 12:21 PM

View PostAgent CraZy DiP, on 17 July 2012 - 11:03 AM, said:

I think the defense team should always be privy to the major dynamic changes that have occurred on the map.


that would be good for modes where one side is the clear defender. Perhaps they get a 1-2 minute headstart to look over the battlefield followed by a respawn to actually start the match?

#26 RedDragon

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Posted 18 July 2012 - 11:19 AM

View PostBodha, on 17 July 2012 - 12:21 PM, said:


that would be good for modes where one side is the clear defender. Perhaps they get a 1-2 minute headstart to look over the battlefield followed by a respawn to actually start the match?

Or they could just get a minimap before the combat, maybe only the commander. But yeah, with different play modes, there will be limitless possibilities for maps, since they don't have to be "fair" for both teams any more. A defender map could highly favor the defenders e. g., not only in terrain but also in randomly dropped AI-turrets or something like that. But we shouldn't stray too far for the moment, before we get an answer or at least a hint from the Devs to the initial idea of "dynamic" maps :P

#27 The Limper

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Posted 18 July 2012 - 03:39 PM

Honestly I think this is a great idea and it has the potential to add a lot of variety to the game. Even if there were only 2 or 3 variations to each map it adds a lot to each map. There was a FPS that used to play a long time ago that did this, although for the life of me I can't remember which one it was. Basically there were set hallways, alleys, and doors that either would or wouldn't be open, which would change the flow of that particular game. This would definitely give scouts/ fast movers something to do at the start of the match and help to determine which path your team will take, which is usually ends up being right, left, or up the middle. Perhaps instead of blocking one path entirely (ie. down'd bridge/avalanche/etc) maybe only certain mechs are able to pass through these areas, like a mech with jump jets.

I guess this really depends on how the levels are designed though. If the levels aren't designed with choke points and are more designed with "run in one of three directions" then the dynamic map idea probably won't work very well.

#28 WardenWolf

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Posted 19 July 2012 - 09:13 AM

View PostRedDragon, on 11 July 2012 - 02:54 AM, said:

What do you all think of this idea?

I really like it - and combined with semi-random weather effects (a selection of weather options based on the sort of map - no snow in a 100 degree desert, for example) it could make for almost every match being unique.

#29 RedDragon

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Posted 21 July 2012 - 09:57 AM

I'm glad that there is so much (in fact without exception) positive feedback for this idea. The only thing we need now is an officail word from one of the Devs :D *hint*

#30 Jack Lowe

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Posted 22 July 2012 - 06:58 AM

First off just discovered this game about 3 days ago been reading everything I can find and it's a ton so probably haven't even scratched the surface yet. Along with that this looks like the most potentially awesome game I have ever heard of and been a gamer for 25 years. Battletech junkie for 15 or better. I want this toy God bless the guys for being so determined to develop it and keep it so close to it's roots, my money is gonna be yours for certain. I have wondered about the community warfare portion and thought already that it would need futher fleshing out. This seems a good place to put this suggestion as it coincides with the original.

What if Planetary Assualts had an over all commander given a special screen that laid out the entire world that would be attacked or defended. Objectives would be determined based upon forces available resistance expected and supplies available. They would land and have to fan out to scout ahead and eventually take the objectives. Defenders would similarly have to scout for the attackers over a much larger landscape and move forces to defend. This makes all mech types not just a fun idea but mandatory, unless u like getting flanked and ambushed all day long. When contact is made between forces they would go to a match instance. The strat. map would be updated and as info was obtained the forces found in area also updated. The maps would be affected by the overall terrain of the contact point as well as the direction from which each force enters. This would give a great deal of continuity to these types of engagements rather like a campaign game type feel and make the idea of differing maps easier to implement as one can't always choose where or from which direction an engagement will take place. Retreat would also be a potential option depending on the mission given to the particular unit. Light unit of scouts finds a assualt company for example they'd be daft to hang around and get shot to pieces. I think this with the inclusion of the affore mentioned ideas makes for some very dynamic exciting scenarios. Add the idea that Assualts can encompass multiple engagments with the possibility of calling in reinforcements ( mercenaries usually) and the ability to give out multiple mission types, raids were very common, and the entire inner sphere comes totally to life. Time would be the only thing I can think of where problems might arise as large engagements could encompass days in real time and translating that to game time of course would be the thing. Alright ready to get this first post shot up go for it.

#31 Uri Brauer

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Posted 22 July 2012 - 08:33 AM

View PostJack Lowe, on 22 July 2012 - 06:58 AM, said:

tldr

The Community Warfare pillar has been put on hold, to make sure that the game launches on time (sort of).

#32 Attalward

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Posted 22 July 2012 - 12:33 PM

dyanmic maps are the way to go (If this way is not randomly blocked by a Paul slide this time).

#33 Steel Talon

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Posted 23 July 2012 - 04:10 AM

Possible
Nice
& supported :)

#34 Rakarth

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Posted 23 July 2012 - 03:47 PM

I love this idea.

#35 Simon Darkstep

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Posted 23 July 2012 - 08:56 PM

What if it worked like the cardboard maps? Segments of mappage that are all level-zero flat where they connect (or at least, level enough to connect) but that could be arranged in any orientation or combination?

#36 ZenToad

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Posted 24 July 2012 - 10:03 AM

The idea of "semi-random" maps are actually quite ingenious. Having certain features, like many have suggested in this thread, to be on/off is actually a good way to extend the life of a map. Well thought out OP and others :D

Maybe even make it so that certain elements are destructible. Imagine a map with 3 routes from base A to base B. lets call them I, II and III.
I is a long winded detour though a canyon/riverbed
II is swamp area with movement decrease modifiers
III is a bridge that is destructible.

Now III is by far the fastest, but it can be cut off by a quick scout/rush destroying it... or defending it till the heavies can reach it. So it becomes a strategic decision. Or maybe you can create a rockslide on route II, thereby making it a quicker route, but the rockslide will trigger an alert so all - including the enemies - are alerted that somebody breached the "shortcut".

Just ideas ;)

#37 TanE

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Posted 24 July 2012 - 10:22 AM

I like the idea very much. If there are maybe 2-5 special places, that could be combined in different ways in a single map will give much positive and motivating experiences for every player/mechclass. As described: ad hoc strategy changes from the commander, scout mechs not only to scout the enemy, they have to explore the battlefield, mediums for fast advance, heavies for the attack on critical front area and assault as the hammer or iron curtain at the home base.

Every player has to adjust his way through the map instead of: "everytime when on side reached point X first, will win most matches an map Y".
Every map only needs some defined placeholders that will be filled with special terrain features (or not so special :D ) after starting the battle before loading the map.

A perfect experience! That would be REALLY great!


View PostZenToad, on 24 July 2012 - 10:03 AM, said:

I is a long winded detour though a canyon/riverbed
II is swamp area with movement decrease modifiers
III is a bridge that is destructible.

IV exclusive/large buildings
V leftovers of mech/tanks from an earlier/"ancient" battle, maybe with burning wrecks (hard cover, bad magnetic view)
VI deep craters of some explosions
VII collapsed rock needle (only mechs with jump jets could pass it)
VIII anti-mech obstacles (you can see through and fight, but can't pass it without jump jets)
IX small farm (soft cover)
X volcanic chimneys (no/bad thermal sight! more heat in the mech)
XI very tight forest (magnetic sight)
XII field of gushing spring/boiling water (no/bad thermal sight! more heat in the mech)

XIII small valley with dense fog (thermal sight!)
.
.
.
;)

Edited by TanE, 24 July 2012 - 10:36 AM.


#38 RedDragon

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Posted 27 August 2012 - 12:03 PM

Just pushing the topic because of the great feedback so far from you guys, keep it coming! :)

#39 Syrkres

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Posted 27 August 2012 - 01:26 PM

What could be cool feature that was sort of mentioned above. Turrets/towers/defense points.

These could be random points on a map, which are neutral to start with and maybe after a bit everyone will know where all the spawn points are, but every spawn point will not spawn something, so you have to guess which will.

Then one objective would be to "capture" these defensive points and activate them. This would be similar to capturing a base, but much quicker. A mech would run up and stand next to a spawn point and it would start counting down, once captured it would belong to that team until destroyed.

If two opposing mechs got into the same capture area, they have to fight it out (can't capture) until only one side can capture it. At which point that team captures it.

Different types of spawns have different things.

This could be anything from a sensor tower, to a Laser gun, to a LRM tower. Or it could be a Site for Radio signals to call in off map artillary strikes (by team commander).

The opposing team can obviously destroy the spawn point.

Capturing spawn points or destroying them earn points XP, C-Bills (any of the above).

This would add a lot of customization to a map as well and versatility.

A flank side may spawn a sentry tower with a laser cannon, or sensor so you only need to send a mech over to see if one spawned and capture it. Then he can rejoin the rest of the group, until sensors go off warning of mechs attacking it. If nothing spawns, then he has to guard that way (or leave it open to flanking).

This would be better of larger maps.

This would also allow for sneaky mechs to sneak in behind enemy lines with jamming gear and take out these bases or get by them with being seen.

Down the road for other types of maps (defense/attack) convoy, a road could be lined with sensors and laser points while the convoy moves through, The one team needs to defend the convoy (npc moving vehicles) while the other needs to try to figure ambush spots. The random drop spot would make it hard to know where they enemy is coming from.

A base could be surrounded with such points and the one team needs to defend (keep attackers out) while the other team needs to get into the base and survive for so long or cap point and then get out (alive) to pick up site (which could be different than the drop site).

Lots of options by adding these spawns.

#40 Tardstrong

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Posted 27 August 2012 - 08:08 PM

This idea seems so simple but so...awesome! Scouts would be more useful, no more rush blindly to point 'x'. Just beautiful.
This is one of those ideas that makes me wonder how this hasn't been implemented in countless other games.
Dams, bridges, mountain passes, tunnels.
What about gas tanks or refineries ala MechCommander2?





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