Right now every planet I fight for is exactly the same. This is boring. Instead why not randomly (or not random) divide planets into environment type and bring in regular maps for skirmishes. I would maintain the 13 slots but only have a few be for the classic CW maps. If at all possible, it would be great to add point defense mode (o-gens) and turrets to the regular maps, but I would settle for skirmish.
I would pair them in sets like so:
1) Ice worlds: 3 alpine peaks, 3 polar highlands, 3 frozen city, 4 Boreal Vault
2) Temperate Worlds: 4 River City, 4 Forest Colony, 5 Emerald Taiga
3) Industrial Worlds: 4 Caustic Valley, 4 Crimson Strait, 5 Sulfurous Rift
4) Rocky World: 4 Canyon network, 4 Viridian Bog, 5 Hellebore Springs
5) Uninhabited Worlds: 4 HPG manifold, 4 Tourmaline Desert, 5 Grim Portico
6) Mining Worlds: 4 Terra Therma, 4 The Mining collective, 5 Vitric Forge
This way each planet has a feel to it, something that we can build a story around. Also, the mission changes some... which would be nice.
5 replies to this topic
#1
Posted 21 January 2016 - 12:00 PM
#2
Posted 21 January 2016 - 12:04 PM
Yes, eventually I would like to see something like this where each planet has some distinctiveness to its maps... I am sure PGI thought of it since they have details on the planets including population, average temperature. I am likewise sure it has been relegated to the "nice to have in a few years" section of the development plan.
#3
Posted 21 January 2016 - 12:19 PM
I don't think this would require too much in the way of programming, they already have the maps. A bit of work distributing world types... but again that should not take that long. Even if they made new spawn points for some of the regular maps, it would not be a massive overhaul.
#4
Posted 21 January 2016 - 12:20 PM
Really wouldn't be hard to do if CW was campaign warfare with multiple match drops competing over objectives rather than just one match with 4 mechs.
And it eliminates the need to design features to deal with spawn camping while being able to open matches up so they can be tactically played rather than deathball vs firing line.
Plus it could very easily be expanded for 12man vs 12man to 8+ (even 15-16) map drops (cycling/additional decks) so they could actually compete between each other for huge amounts-to-total control over a planet. Yes they'd have to cycle maps with the current set, but it wouldn't be out of line to set different objectives and have split up matches all in one setup.
^ This way you find your team, find another team and then you have part of a nights matches without diving back into the queue, and it means something toward the planet at the end.
And it eliminates the need to design features to deal with spawn camping while being able to open matches up so they can be tactically played rather than deathball vs firing line.
Plus it could very easily be expanded for 12man vs 12man to 8+ (even 15-16) map drops (cycling/additional decks) so they could actually compete between each other for huge amounts-to-total control over a planet. Yes they'd have to cycle maps with the current set, but it wouldn't be out of line to set different objectives and have split up matches all in one setup.
^ This way you find your team, find another team and then you have part of a nights matches without diving back into the queue, and it means something toward the planet at the end.
#5
Posted 21 January 2016 - 12:32 PM
First, just to get it out of the way and be "that guy" why would planets necessarily be dominated by the aforementioned "environmental types"? The planet we all have experience with comprises most of the environmental types represented by the game maps...and its just one little planet.
That out of the way, I couldn't agree more with the OP. Not only would it increase immersion but it would also allow a bit of environmental customizing of ones expected drop decks (as opposed to the 1 minute of rushing we do now). Another change I would like to see is when they have those little planet description blurbs right before you drop...they ought to correspond to the map (I love a Vitric drop where the planet is described as a verdant oasis or having lush growth, etc. hmmm, I don't think so) .
That out of the way, I couldn't agree more with the OP. Not only would it increase immersion but it would also allow a bit of environmental customizing of ones expected drop decks (as opposed to the 1 minute of rushing we do now). Another change I would like to see is when they have those little planet description blurbs right before you drop...they ought to correspond to the map (I love a Vitric drop where the planet is described as a verdant oasis or having lush growth, etc. hmmm, I don't think so) .
#6
Posted 21 January 2016 - 01:12 PM
Bud Crue, on 21 January 2016 - 12:32 PM, said:
. Another change I would like to see is when they have those little planet description blurbs right before you drop...they ought to correspond to the map (I love a Vitric drop where the planet is described as a verdant oasis or having lush growth, etc. hmmm, I don't think so) .
That is one of my major peeves with the CW planet system. Really, would it have been hard to limit specific map types to specific planet conditions?
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