SmithMPBT, on 06 January 2016 - 03:42 PM, said:
World of Tanks map designers avoid the central landmark problem by making each side of the map a distorted mirror image of the opposite side. Keeps things fair, generally avoids deathballs & circling, plus it creates multiple attack lanes. Granted the line of sight and camo mechanic greatly effects map design, but something in the WoT style could be a nice change.
In my observation, the maps in War Thunder Ground Forces are so much better than WoT's maps, and they did it without mirror imaging. Though it didn't start that way, the first two maps, Karelia and Ash River in the original forms, were among the worst maps I ever seen, literally allowing people to snipe from spawn to spawn. But they learned quickly, modifying the bad maps or turning them off from rotation without a single word. Each successive map gets better, and more realistic, as they are inspired from actual battle locations. Their El Alamein and Tunisia maps are especially good.
The WT maps feel like they have a natural environment, without the feeling of being an artificial arena. They have multiple attack lines, which means when we attack, we don't have the need to clump together like the WoT Lemming Train or the MWO Meatball. We rush to attack with tanks on a broad front, just like you see in the war movies. Then we will start to engage on multiple points around a large center, so there are multiple small battles simultaneously going on in different locations, and there are areas where you can brawl and you can snipe. And because the environment is destructable, unlike World of Tanks, just because you think you're safe, you are NOT safe, because someone can blow a shell right through the wall and kill you.
WoT has a tendency to say, put a town in one side or one corner. Teams tend to attack by hugging one flank or the other. There is a tendency for two battles going at the same time, each across the map, since usually, a WoT team also tends to try double pincer attacks. WTGF on the other hand, teams tend to flow like water, tanks taking multiple lanes, looking for a weakness across a wide front. If they penetrate that weakness, you will find enemy tanks heading towards your spawn areas. The respawn mechanic, WoT only having a single spawn, WTGF up to three spawns, changes the game since WTGF actually feels more like MWO's CW with multiple waves of attack, and players penetrating the lines heading for your spawn for spawn kills.
Edited by Anjian, 25 January 2016 - 03:54 AM.