Jump to content

Maps need to be big to make scouting relevant


34 replies to this topic

#1 Sybreed

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,199 posts
  • LocationQuebec

Posted 30 May 2012 - 06:51 AM

I was thinking about this yesterday... if we want scouts to have a big impact on a match, maps need to be pretty big... I'm talking "Project Reality" big. Also, having random spawn points for each team will also contribute to make scouts really useful.

This way, the first team to spot the enemy team gains a huge tactical advantage. If maps are small and spawn points always the same, everyone will memorize the location of potential enemies.

Your thoughts?

#2 Kittygrinder

    Member

  • PipPipPipPipPipPip
  • 231 posts
  • Google+: Link
  • Facebook: Link
  • LocationRocking the boat.

Posted 30 May 2012 - 06:53 AM

Its true. And theyve already said that their smallest maps are pretty huge. So i dont think map size is going to be an issue.

#3 akaChrisHimself

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 292 posts
  • Facebook: Link
  • LocationLuthien

Posted 30 May 2012 - 06:54 AM

True. I also like the idea of spending resources earned while playing to "drop in" somewhere advantageous.

#4 Major Tom

    Member

  • PipPipPipPipPipPipPip
  • 504 posts
  • LocationIncomming!

Posted 30 May 2012 - 06:57 AM

Yes, maps should at least be as large as LRM range, so that scouts can be used for indirect fire targeting. However may Atlas is fat and gets tired fast so if matches are going to last 20 minutes it better only take me 1 to get to the center of the map.

#5 Spleenslitta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,617 posts
  • LocationNorway

Posted 30 May 2012 - 06:57 AM

Maybe not random spawning points but how if you could choose where you spawn?
But yes the maps needs to be big. Especially open area maps with lots of flat surfaces.

How big? Who knows....at least 10km x 10km for 12vs12 battles i think.

#6 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 30 May 2012 - 07:06 AM

Watching MW:LL coordinated matches should give a good idea of how big the map must be... ;)

#7 KJ Crow

    Member

  • PipPipPipPipPip
  • Survivor
  • 177 posts
  • LocationUnited Kingdom

Posted 30 May 2012 - 07:07 AM

Errrrrm what to say to this..... the game is potentially 2 months away from launch and the Devs have alot of experience..... at least enough experience I hope that they actually thought about this before 'yesterday'... yes we need large maps, with a variety of environments that effect gameplay and strategic points that allow us to control the battle field by either controlling them or destroying them.... destructable buildings that we can hide inside....if they are not already there.... then they are probably on the list for things in early updates.

#8 Zack Delphirian

    Member

  • PipPipPipPipPipPip
  • 387 posts

Posted 30 May 2012 - 07:37 AM

Let's just trust the developpers a little, I'm sure they thought about the huge maps for artillery, LRMs and scouting. As I'm sure they thought about places a little more crowded like urban maps or partialy urban maps otherwise the hunchback would not have been one the first mech to be modelized and shown.

But yeah, it's true that if we want a true strategical and tactical game, we need the map that goes with it ;)

#9 Memnoich

    Member

  • Pip
  • 13 posts
  • Google+: Link
  • Facebook: Link
  • LocationColorado

Posted 30 May 2012 - 07:49 AM

I don't know about "Random" spawn Points; you have to think of this like the Military. The Mech's are going to be Drop Shipped into place. So, before the match, you should, at the very least, be able to setup a formation for your side. Then, when you get dropped, you land in roughly that formation. This way you can decide if you want heavies up front to take the brunt of the initial attack, and allow the scouts to circle around from behind, or drop the scout out front, to give them a head start on tracking down the other side. The idea of selecting your start point has merits to, especially if you have jump jets, as you should be able to adjust your landing position, mid drop, if you happen to see a better spot to land, or notice the other side’s positions as you’re coming down.

#10 PANZERBUNNY

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,080 posts
  • Facebook: Link
  • LocationToronto, Canada

Posted 30 May 2012 - 08:03 AM

I don't need to be running 8-10 minutes across a map for fun.

It isn't a game like that with a persistent battlefield like WW2 Online.

#11 Harabecw

    Member

  • PipPipPip
  • 64 posts

Posted 30 May 2012 - 09:05 AM

While AFK-ing for 10 minutes while your pimpmobile Atlas gets to the fight is bad, the maps need to be big enough for mediums and lights to have an actual role.
World of Tanks' map design shows precisely how NOT to make a map - they're all small and favor heavy tanks over light/mediums.

#12 Athena Hart

    Member

  • PipPipPipPipPip
  • 136 posts
  • LocationHesperus II (Or Spanaway, Wa IRL)

Posted 30 May 2012 - 09:15 AM

View PostPANZERBUNNY, on 30 May 2012 - 08:03 AM, said:

I don't need to be running 8-10 minutes across a map for fun.


I don't know.. I'd enjoy a map that big if there were multiple objectives on said map. Mind I say this from a Light-Fast Heavy pilots PoV, that would be dreadful in an Assault mech.

#13 Zearoth

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 77 posts
  • LocationSouth Carolina, USA

Posted 30 May 2012 - 01:29 PM

I personally like the thought of big maps, even for slower 'Mechs. Sort of a 'Hunting down your enemy' kinda feel. But that may just be me.

#14 Reitar

    Member

  • PipPipPipPipPipPip
  • 240 posts

Posted 30 May 2012 - 01:47 PM

View PostHarabecw, on 30 May 2012 - 09:05 AM, said:

While AFK-ing for 10 minutes while your pimpmobile Atlas gets to the fight is bad, the maps need to be big enough for mediums and lights to have an actual role.
World of Tanks' map design shows precisely how NOT to make a map - they're all small and favor heavy tanks over light/mediums.

lolscouting is what I call it. Most maps have 3 choke points (mines, mountain pass, fjords) while others are open on one side like an open field (campinovka which I actually like, red shire, steppes which is almost good but for the fact its open for artillery). And light tanks...what a ******* joke they are...yeah I doubt some tier 4 POS that can't turn very well to avoid shells comming at it from tier 9 (think like a fat chick on ice, goes forward fast but can't turn worth a damn) and takes 8 seconds to get to top speed provided its flat ground, isn't going up hill at all, doesn't hit at least 3 collidable objects that can be torn up which reduces its speed in half...waste of time. Lets not forget, that we know exactly which direction they are comming from and the fact that light scout tanks ruin it for artty in the first few minutes of the game (if they die fast, can't make much credits)....yeah a medium works far better then a tier 4 light tank and tier 5 advanced light tanks are basicly a light medium with their high hitpoints rivaling a tier 5 heavy while having access to the best tier 5 guns for tier 5 mediums...tier 5 lights are better then tier 4 scouts and far superior then tier 5 mediums...so things like Pz38tNA or T-34 or Sherman or PzIV should not be facing tier 8 mediums/heavies or tier 9 (in the case of the tier 4 lights). They are just that much superior, so why put the junk tanks against the best of the best tanks? Pfft, hope MWO does not use a random tier match maker like WoT...just do not want to play a light mech and be facing atlases all day.

#15 Kittani

    Rookie

  • 4 posts

Posted 30 May 2012 - 02:59 PM

View PostHarabecw, on 30 May 2012 - 09:05 AM, said:

While AFK-ing for 10 minutes while your pimpmobile Atlas gets to the fight is bad, the maps need to be big enough for mediums and lights to have an actual role.
World of Tanks' map design shows precisely how NOT to make a map - they're all small and favor heavy tanks over light/mediums.

You are so spot on about WoT maps. light tanks really have little use in that game. The maps need to about twice the size of a WoT map IMO.

#16 Vampyr

    Member

  • PipPip
  • 22 posts

Posted 30 May 2012 - 03:10 PM

View PostSybreed, on 30 May 2012 - 06:51 AM, said:

I was thinking about this yesterday... if we want scouts to have a big impact on a match, maps need to be pretty big... I'm talking "Project Reality" big. Also, having random spawn points for each team will also contribute to make scouts really useful.

This way, the first team to spot the enemy team gains a huge tactical advantage. If maps are small and spawn points always the same, everyone will memorize the location of potential enemies.

Your thoughts?


I agree. One of the things I think that is going to be the most fun in MWO is the ability to tactically use the maps and terrain, and it will be great if a big part of that is being able to scout and feint on large maps.

#17 Valron

    Member

  • PipPipPipPipPipPip
  • 226 posts

Posted 30 May 2012 - 03:24 PM

I just want the maps to be large enough so that if i scout out a enemy group moving on a straight path i can relay that info back to my lance and still give them enough time to set up a ambush. That to me is the essence of scouting and would make the class that much more enjoyable watching the massacre that you helped orchestrate

#18 Jonas

    Member

  • PipPipPipPipPipPip
  • 302 posts
  • Google+: Link
  • Facebook: Link
  • LocationHot Springs Ar.

Posted 30 May 2012 - 04:44 PM

I want large maps with all kinds of terrain. I mean form what we can see the matches run about 20 minutes so one that takes 8 or 9 minutes for the average Mech to cross. Maybe not even being able to cross in the full 20 minutes unless you are the fastest Mechs.

#19 HighlandWolf

    Member

  • PipPipPipPipPipPip
  • 226 posts

Posted 30 May 2012 - 04:55 PM

agreed, maps need to be very large or huge or gigantic, LRM range..needs to be 5 times that size/length at the very mininmum..otherwise lrm boats can just plonk themselves down somewhere and hit anyone anywhere..and thats not fair or logical

#20 Zakatak

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,673 posts
  • LocationCanadastan

Posted 30 May 2012 - 05:17 PM

I measured 4km x 4km for "River Town" which is the only map shown in gameplay so far. They said this is one of the small maps. I would expect maps to be between 16 to 49 square km.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users