#1
Posted 04 March 2016 - 01:59 PM
#2
Posted 04 March 2016 - 02:06 PM
Maps started out TINY (and team size was 8v8) initially. As new maps have been added, they've been getting generally larger and larger. The oldest maps have been redone as well, to make them larger (and play better) - for example, River City was once a quarter of the size it used to be.
But, it's very contentious. Some of us love bigger maps, others hate them. So, it's something that has to happen gradually.
#3
Posted 04 March 2016 - 02:07 PM
Which is a shame because the 2 big maps TT and PH both require lights to do the whole scouting thing a bit.
#4
Posted 04 March 2016 - 02:09 PM
#5
Posted 04 March 2016 - 02:15 PM
#6
Posted 04 March 2016 - 02:16 PM
#7
Posted 04 March 2016 - 02:19 PM
I'm one of those who figures map design trumps sheer size, and also someone who recognizes that the ol' MWLL thing of creeping around a three hundred square kilometer map for over half an hour without sighting the enemy is just not going to fly in MWO. Polar is excellent, and really doesn't need to be bigger than it is. Other maps can be smaller than Polar but build to encourage the same sort of games of maneuver, try and get players to use all the available space. Mining Collective is a pretty cool example of a smaller map that nevertheless feels larger because more of its space gets used. It's not as maneuver-y as Polar, but then nothing is.
Either way. We don't need to do the Battlefield thing where maps are hundreds of times larger than they need to be just for because. What we need are good maps, not just big maps.
#8
Posted 04 March 2016 - 02:23 PM
#9
Posted 04 March 2016 - 02:25 PM
Master Pain, on 04 March 2016 - 02:23 PM, said:
They used to be but all the assault and heavy pilots bitched and bitched about how unfair it was that if you didn't have any fast mechs you'd automatically lose.
I mean sure... they could have just gone the opposite way they normally do and kill the enemy cappers... but that'd involve thinking about things besides herpaderp imma shoot that until it falls down derr.
#10
Posted 04 March 2016 - 02:27 PM
Narcissistic Martyr, on 04 March 2016 - 02:07 PM, said:
Which is a shame because the 2 big maps TT and PH both require lights to do the whole scouting thing a bit.
It's lovely to see scouts actually being useful, even in solo queue play. On smaller maps, they're pretty much pointless
Metus regem, on 04 March 2016 - 02:09 PM, said:
So many awesome matches on PH that have stretched over kilometers of battlefield.
Sure, you can get mobile matches on small maps, but they're stupid NASCAR races around a small central feature.
#11
Posted 04 March 2016 - 02:28 PM
Wintersdark, on 04 March 2016 - 02:26 PM, said:
Not useless... just relegated to a more supporting role.
Or in the case of my oxide, jenner IIC, firestarters, JR7-F, and cheetos assassinating some fools after the main battle has gotten under way.
#12
Posted 04 March 2016 - 02:32 PM
1453 R, on 04 March 2016 - 02:19 PM, said:
I'm one of those who figures map design trumps sheer size, and also someone who recognizes that the ol' MWLL thing of creeping around a three hundred square kilometer map for over half an hour without sighting the enemy is just not going to fly in MWO. Polar is excellent, and really doesn't need to be bigger than it is. Other maps can be smaller than Polar but build to encourage the same sort of games of maneuver, try and get players to use all the available space. Mining Collective is a pretty cool example of a smaller map that nevertheless feels larger because more of its space gets used. It's not as maneuver-y as Polar, but then nothing is.
Either way. We don't need to do the Battlefield thing where maps are hundreds of times larger than they need to be just for because. What we need are good maps, not just big maps.
This is true. Certainly can't argue it. But I'd like to see maps of Tourmaline size being the default size, going up to about PH size.
Spending 5 minutes positioning and finding the enemy leads to diverse battles (assuming an open enough map, something that TT fails at) and isn't particularly onerous. Going bigger than PH would be in very real danger of creating maps with massive dead zones (alpine, which is a tragedy because the south of the map is actually very cool) or maps like Terra Therma where if you don't go middle, it's entirely possible to wholly miss AND be unable to spot the opposing team, so you spend ages wandering around.
The new game modes and game mode changes, however, should have an impact on this too.
Narcissistic Martyr, on 04 March 2016 - 02:28 PM, said:
Not useless... just relegated to a more supporting role.
Or in the case of my oxide, jenner IIC, firestarters, JR7-F, and cheetos assassinating some fools after the main battle has gotten under way.
Well, those aren't really scouts so much as combat lights that you went scouting with =)
#13
Posted 04 March 2016 - 02:34 PM
Raso, on 04 March 2016 - 02:16 PM, said:
1453 R, on 04 March 2016 - 02:19 PM, said:
Having larger maps with secondary objectives scattered about is one way that MWO could be improved dramatically.
#14
Posted 04 March 2016 - 02:36 PM
#15
Posted 04 March 2016 - 02:42 PM
Tourmaline as the standardish map size feels like it about works. Some smaller, some bigger, but center the bell curve there and see where it goes. To be honest that feels like it's getting close to where we are already - there's not much 'tiny map' left after River City and Forest Colony got inflated. Maybe Frozen City, but there's other reasons why Frozen City is annoying beyond being smaller than the norm.
Anyways.
Tyler Valentine, on 04 March 2016 - 02:34 PM, said:
Debatable. I know people are just pining for Battlefield 3053 and matches where there's so much Objective to be played that they don't ever actually need to engage the enemy to win, but remember - the Conquest points on a lot of the bigger-end maps ended up pulled in towards center because larger machines become increasingly irrelevant in these fights. Choking a map with widely-dispersed secondary/tertiary objectives mostly just means they're either ignored, if they don't contribute enough to the match, or they become primary objectives instead and you may as well not drop in anything with less than a hundred klicks in the engine.
I run mostly mediums, slowish lights, and faster heavies (right around the 90-120 mark is pretty much me), so I'm not as bothered by moving battles as most...but while I don't agree that Whales and other slowbies need preferential treatment the way they always carp on about, I do agree that keeping the full gamut of 'Mech speeds in mind when designing a game is important.
#16
Posted 04 March 2016 - 02:44 PM
The real challenge is designing maps that encourage different strategies, and looking at the maps we currently have, that doesn't seem to correlate to size.
I think Viridian Bog is a good example of a map that's not too large, and has enough going on that it doesn't always turn into a death ball/firing line/nascar.
Edited by process, 04 March 2016 - 02:46 PM.
#17
Posted 04 March 2016 - 02:50 PM
1453 R, on 04 March 2016 - 02:42 PM, said:
Debatable. I know people are just pining for Battlefield 3053 and matches where there's so much Objective to be played that they don't ever actually need to engage the enemy to win, but remember - the Conquest points on a lot of the bigger-end maps ended up pulled in towards center because larger machines become increasingly irrelevant in these fights. Choking a map with widely-dispersed secondary/tertiary objectives mostly just means they're either ignored, if they don't contribute enough to the match, or they become primary objectives instead and you may as well not drop in anything with less than a hundred klicks in the engine.
I run mostly mediums, slowish lights, and faster heavies (right around the 90-120 mark is pretty much me), so I'm not as bothered by moving battles as most...but while I don't agree that Whales and other slowbies need preferential treatment the way they always carp on about, I do agree that keeping the full gamut of 'Mech speeds in mind when designing a game is important.
Good points. I'm looking for the fight to be broken up a little bit and for role warfare to come into play, not for 'mechs never to see each other. Obviously a balance would have to be struck.
#18
Posted 04 March 2016 - 03:08 PM
Wintersdark, on 04 March 2016 - 02:32 PM, said:
Spending 5 minutes positioning and finding the enemy leads to diverse battles (assuming an open enough map, something that TT fails at) and isn't particularly onerous. Going bigger than PH would be in very real danger of creating maps with massive dead zones (alpine, which is a tragedy because the south of the map is actually very cool) or maps like Terra Therma where if you don't go middle, it's entirely possible to wholly miss AND be unable to spot the opposing team, so you spend ages wandering around.
The new game modes and game mode changes, however, should have an impact on this too.
Well, those aren't really scouts so much as combat lights that you went scouting with =)
In TT any mech that was quick (6/9) and cheap got chucked into scout lances. Although I suppose most lights in mwo really fall into the bug hunter category more than any other TT role.
#19
Posted 04 March 2016 - 03:11 PM
PGI is getting way better in that regard, though, and even Caustic feels a bit more like we're fighting over something rather than in a spectator sport on Solaris. Still, though: LOTS more maps.
#20
Posted 04 March 2016 - 03:45 PM
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