Consider one very basic aspect of the games that take place:
The maps which they are played on.
Problems
Map layout: Currently most maps are lane based, with most maps being absolute funnels. Worst example is Boreal Vault (Which imho should have never beeen more than a testing enviroment) followed by Hellebore Springs and Sulphurous Rift (Though on rift there are branchings from the lanes). Less funneled are Emerald Taiga, Grim Portico and Vitric Forge.
Due to this funnel-lane design attack and defense strategies are very limited because both attackers and defenders know that changing routes is almost impossible within an attack.
Structure placement: In the beginning generators where spaced out over the terrain of the defenders. This encoured split attack and defense tactics, rushes and flanking maneuvers and the use of lighter, jump-capable mechs.
And then the whining started and you put all the generators in one place next to the cannon.
https://listenonrepe...c#Spoony_Scream
From then on heavy deathballs and brawls right at the objective where the only logical consequence.
With one swift move you took away viability from any tactic or mech loadout that relied on maneuverability in favor of the brawl. The rest of some of these vast spacious maps became irrelevant (Grim Portico is a great example for this).
Shielding gens from artillery strikes is a good idea, shielding them from every attack expect from the angle right in front is not.
=>The consequence of funnel lanes and clustered structures: Extremely repetitive gameplay with big groups of heavies (brawlers and alpha boats) attacking one point of the map with no other points of interest.
Fixes
Map layout: Lanes are not bad per se, but most lane based games have room to use in between the lanes. This room is usually harder to navigate, takes longer to reach your destination, is never a secret passageway into the enemies base and works better for smaller groups of mechs. Dota2´s jungle terrain is a great example for this.
Mwo´s maps usually have terrain which is impassable or extremely hard to cross (exposure). You have much room for improvement here (Pun intended). Whoever went for the lane design needs to educate himself more on its subleties.
Another idea for maps would be passages that open during the course of the match, or by directing excessive firepoewer (ammo and heat) on them. Starcraft 2 does so very simply by having ramps blocked by boulders with large hp-pools.
That way gamplay becomes flexible during the match.
Structure placement: It will take time and experimentation to reach a point where the both teams need a reason not to be next to the objective or gate without screwing themselvers over, but the current state makes 60% of those beautiful maps superfluous - and thats a shame. I am not sure if the current design team is aware of how their maps are played.
If the attacker manages to rush one generator that is fine, the defenders can focus on defending the other 2 now, if the attacker splits up to attack several than that risk should be rewarded, not punished from the start.
Other things
Map groups:
Currently no one knows what type of map he can expect and all the planets feel samey and without any defining character.
If you create a map pool based on the main maps you have more variation while you can recycle assets. Basically like Grim Plexus uses the basic visuals of Portico you could have a Grim Portico north, east, west and south (having a nice represantation of a whole planet being under assault). This gives players over several matches the feeling of really fighting over this strange landscape and having more varied gameplay. At the same time each player can bring along a deck of which he knows its never totally useless, making stomps less likely.
Map assets:
This is a general issue I have with your works and it really should be fixed after all this time. I can only guess that in the beginning of graphic asset design the visual part and the mesh part must have been built in disconnected processes.
The result is that everytime you reuse an asset like, say a building from the old river city or one of the thick trees from Crimson Straits there is a high chance that mesh and visual dont fit, making the asset block shots and movement mid-air.
Same with the dropships: One gets stuck on the new Frozen City, exactly like it did on Forest Colony, so there must be an error within the dropship coding itself. And still it gets reused. You need to cleanse your libraries and straighten out the design process for maps, or you end up copy pasting the same faulty objects over and over.
Consider the following:
There is much work to be done, in many aspects of Faction Play: mechs, game play and maps - and you need to take care of all these aspects. But mechs and gameplay, the very game itself, take place on maps.
If these maps don´t work, they will taint every other aspect, so make good maps.
Edit: Just realized that the table already happened, and apparently maps were no part of the discussion...
Edited by John McHobo, 30 July 2016 - 06:34 AM.