Maps Vs Random Generation. What say you?
#21
Posted 01 November 2011 - 04:04 PM
#22
Posted 01 November 2011 - 04:13 PM
#23
Posted 01 November 2011 - 04:43 PM
#24
Posted 01 November 2011 - 05:40 PM
This could give players like me who don't like grinding through the same maps over and over a decent change of pace while keeping players who DO like the static maps the consistency that they want.
#25
Posted 01 November 2011 - 05:58 PM
#26
Posted 01 November 2011 - 06:01 PM
I definitely prefer random maps. It doesn't necessarily make the game better or highlight anyone's skills by letting everyone memorize the maps they play. I'm instantly reminded of Halo matchmaking...blech.
#27
Posted 01 November 2011 - 06:06 PM
Randomly generated would be great though, so long as they made a good generator.
Have pre-made city blocks, and field terrain of different types, which are connected like legos. The modules can't be square though, even in a city block, otherwise we'd be playing on a grid.
I don't mind either way but in other F2P games, like WoT and Global Agenda, I do start to wish for more map variety sometimes. But like I said, I don't mind either way.
#28
Posted 01 November 2011 - 06:17 PM
#29
Posted 01 November 2011 - 06:30 PM
Edited by Shrapnel, 01 November 2011 - 06:30 PM.
#30
Posted 01 November 2011 - 07:00 PM
If various scenarios are being worked out, maybe some map information could be given to one or both sides prior to round start.
Just a thought.
#31
Posted 01 November 2011 - 07:10 PM
#32
Posted 01 November 2011 - 07:18 PM
The game could add up a lances "Tactical" skill, along with any bonuses if the lance is defending (I imagine the defenders would get a bonus because defenders in any conflict usually know the lay of the land better and have time to prepare) and place the lance with the highest "Tactical" skill in the most favorable position: higher ground, tree cover, sun behind them, whatever.
#33
Posted 01 November 2011 - 07:27 PM
#34
Posted 01 November 2011 - 07:27 PM
#35
Posted 01 November 2011 - 10:26 PM
#36
Posted 01 November 2011 - 11:00 PM
I'm a newb with the BT lore here, but say, for example, one house controls an entire planet/system made up of outer control points (random maps) around one or more capital cities or strongholds (static maps). For an enemy to capture that territory, they would have to conquer each of the outer random maps and then tackle the main control points. So because the main control points are static, players can know what to expect, and therefore victory will be determined more by player tactics than exploiting a random map's potential weaknesses.
EDIT: Or there could be a set of pre-made maps (outer maps) that cycle randomly but which are unique to that planet/system and then you have the main control point which doesn't change at all.
Edited by selbie, 01 November 2011 - 11:03 PM.
#37
Posted 02 November 2011 - 02:19 AM
The bottom lines seems to be that there can't be 1000+ different predetermined maps for the various planets within the Innersphere. Also past occurances of randomized landscapes can't live up to the detail level that has currently been seen in premade maps. How far Piranha can push the technology envelope will most likely reveal to us what type of battle landscape we can expect.
#38
Posted 02 November 2011 - 02:25 AM
Balance so one side isn't heavily favored and the aesthetics that comes when a map is lovingly hand crafted.
However, I think they should have a combination of the two. An online campaign would benefit from combining the two. The 'important' battles and maps should be pre-determined. But they can add a lot of variety to run of the mill day to day meching with random generation.
Edited by tyra, 02 November 2011 - 02:26 AM.
#39
Posted 02 November 2011 - 02:25 AM
#40
Posted 02 November 2011 - 04:11 AM
I want familiar places we can all share and refer to like in most online games, such as Unreal's "Deck 16" or Halo's "Gulch," and think it would be really nice for every player to have one of these places as their "home" location, in which they can choose to participate in defense mission. On the other hand, interstellar mercenaries should probably be seeing totally unfamiliar battlefields for most campaigns and vastly varied tile-based maps are a great part of classic tactical games like Starcraft. I'd also like generated playfields for the same reason I like them in MegaMek; it just makes for more replay value.
With Lego-together city blocks, it would be possible to have static configurations for a faction's "home turf" or maybe even an individual guild for more realistic unfamiliarity when attacking some one else on a world you've never been to, and realistic familiarity for a unit stationed right on top of the point of contention.
P.S. Catching up on the thread, I am very pleased to see a strong showing of people thinking the same thing as I. Maybe it's a more plausible possibility than I though.
Edited by Owl Cutter, 02 November 2011 - 04:16 AM.
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