New Map Ideal: Tidal Basin
#1
Posted 21 January 2016 - 04:36 PM
(As does anything that adds actual immersion, or as tryhards call it "detract from their pure unadulterated skill")
That said, a massive map, similar to the Polar Highlands, with mostly relatively "flat" area... but with the same style of trenches, "dunes" etc. Add in some larger rock masses intermittently, and possibly tie in some Crimson Strait/River City architecture onto the perimeters, Complete with some large ships.
This allows a little more actual hard cover, as long as it's not overdone like some maps, while allowing for a lot of largely open areas, too.
And then to really set it apart, have the tide come in and out on the same compressed timescale (15 minutes = 6 hrs) as the day/Night cycle. So that 90% of the map gets covered with water at times, and having areas deep enough for mechs to become FULLY submerged (for good and bad).
I think visually, and tactically/maneuver-wise, this would make for some interesting game play, especially as ballistics and missiles explode on water currently.
Now, since this is a tidal basin, let the SALT (water) begin to pour!
#2
Posted 21 January 2016 - 04:40 PM
#3
Posted 21 January 2016 - 04:55 PM
#4
Posted 21 January 2016 - 06:08 PM
Would love this map.
#5
Posted 21 January 2016 - 06:19 PM
Another idea that I'd like to see for a map, is an open cast mine like the one in Avatar. HUGE Mining machine in the middle, with tiers and ramps running up the sides. Maybe make it 2 kms across at the top? Have a whole heap of mining tunnels that loop between tiers so that you can cross in the open for speed, or loop through a tunnel for cover. Maybe have the tunnels criss cross, or connect, so that you can be busy in a sniping duel, only to have some of the enemy team loop behind you.
Huge Mounds of cast off for cover, or Massive Dump Trucks and mining mechs. And, it's a resource to fight over, rather than a random swamp with no inherent value.
#6
Posted 21 January 2016 - 06:34 PM
So, yeah. PLUS ONE
#7
Posted 21 January 2016 - 06:37 PM
Oh and a cockpit item that is a majito.
#8
Posted 21 January 2016 - 06:37 PM
I don't see how that could possibly backfire.
#9
Posted 21 January 2016 - 06:38 PM
I do think this is a good idea for a map.
#10
Posted 21 January 2016 - 06:48 PM
#12
Posted 21 January 2016 - 06:56 PM
Or the wavy hills formed in the desert of eastern Washington, which was once a glacially-locked inland sea?
Edited by Solis Obscuri, 21 January 2016 - 06:58 PM.
#13
Posted 21 January 2016 - 07:03 PM
FupDup, on 21 January 2016 - 06:37 PM, said:
I don't see how that could possibly backfire.
oh i'm sorry..you want perfect unobstructed fights all the way.... also.. you might notice I said "trenches" ... not the whole map being underwater..but hey..lets stick with boring.
#14
Posted 21 January 2016 - 07:05 PM
Bishop Steiner, on 21 January 2016 - 07:03 PM, said:
You didn't get the hint.
I'm saying that laser vomit would dominate the map more than existing maps because of projectiles being useless for time periods and higher heat efficiency during those times.
Edited by FupDup, 21 January 2016 - 07:05 PM.
#15
Posted 21 January 2016 - 07:16 PM
FupDup, on 21 January 2016 - 07:05 PM, said:
I'm saying that laser vomit would dominate the map more than existing maps because of projectiles being useless for time periods and higher heat efficiency during those times.
I did get it, don't think it shoudl be enough to stop having map variety. Some maps are lrm strong. Others are ballistic strong.
#16
Posted 21 January 2016 - 10:52 PM
Bishop Steiner, on 21 January 2016 - 07:16 PM, said:
Disclaimer: I agree entirely with your overall point, and with the map idea. I love the idea of maps with great gameplay variety.
But yeah, I THINK ballistics work fine underwater, but could be wrong. Not sure where I could test that, though, is there a testing grounds with a mech in the water?
I know missiles don't, though, they collide with water. Given that, you'd have to limit the number of areas where mechs are fully submerged, as you'd basically totally shut down missile based mechs (not just LRM based, all missile mechs) in those areas.
As there are zero other maps that literally make a whole class of hardpoints unusable, that would serve to really reduce the viability of all missiles.
So, some areas would be fine, but wholly submerged large areas, not so much. Unless they want to change missile graphics, and have launchers automatically switch to torpedoes instead
Basically: having some weapons harder to use on a given map is just fine
Having them unable to be used? Less so.
#17
Posted 21 January 2016 - 10:55 PM
/signed
#18
Posted 21 January 2016 - 11:18 PM
Then I thought about it for a bit and remembered that all missiles would be entirely useless on that map (because who in their right mind wouldn't stay underwater) and that ballistics would be weakened, LBX would deal no damage and was already terrible in the first place. Clan UACs would suffer greatly compared to normal ACs due to split damage. And lasers would be the ultimate gun there since you'd be generating much less heat and still be doing damage, reduced damage, but still high considering laser alphas these days. Mechs would be a lot harder to kill there simply because of the water shielding.
So I'm going to go ahead and agree with Fupdup here. I think the idea sounds nice, but the gameplay would kinda just suck, unless, of course, you like further limiting the amount of viable weapons there are on the field and would like to see less of those builds running in general since people would be worried about getting that map with their build.
#19
Posted 21 January 2016 - 11:19 PM
#20
Posted 21 January 2016 - 11:24 PM
Anyone here that took picture of them that night?
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