Need for larger maps
BVKnight
Join Date: 2012-02-26 Member: 147496Members
Just a simple suggestion, I think it would be good if we could start getting some larger maps created and into rotations. I have no idea how big Descent (releasing tomorrow) is, so if it is a big map we'll see if it helps any.
NS2 seems to have smaller maps and faster movement speeds than NS1, and I think this may be to force faster and more frequent engagements between aliens/marines. This way the game bridges the gap more easily for casual players, who want to jump into a firefight.
However, here are some advantages I think that larger maps could have:
1. Less "cannon fodder" gameplay. Currently key locations are so close that whoever can keep spawning the most people can usually take the point, since everyone just runs there. This encourages brute force spamming of units, rather than tactical decisions.
2. More forgiving early game for commanders. If the commanders have more time before enemy expansion runs up against theirs (or larger intervals between skirmishes), there is less pressure to make statistically perfect decisions at every opportunity.
3. More emphasis on asymmetry of the teams. Right now, marine sprint + phase gates cancels out any advantage from faster base alien speed + celerity + shift. If you space out the maps, the difference in res/time investment required for the two teams to reach further points in the map will become more important.
4. More tactical choices available from "neutral" spaces. Since # of tech points/res nodes cannot simply scale with map size, this means that more spaces will be created that have no inherent value, but allow access to other locations. This creates opportunities for forward bases, siege points, etc. Right now everything is so close together that you only really have a few key locations where these things are possible.
NS2 seems to have smaller maps and faster movement speeds than NS1, and I think this may be to force faster and more frequent engagements between aliens/marines. This way the game bridges the gap more easily for casual players, who want to jump into a firefight.
However, here are some advantages I think that larger maps could have:
1. Less "cannon fodder" gameplay. Currently key locations are so close that whoever can keep spawning the most people can usually take the point, since everyone just runs there. This encourages brute force spamming of units, rather than tactical decisions.
2. More forgiving early game for commanders. If the commanders have more time before enemy expansion runs up against theirs (or larger intervals between skirmishes), there is less pressure to make statistically perfect decisions at every opportunity.
3. More emphasis on asymmetry of the teams. Right now, marine sprint + phase gates cancels out any advantage from faster base alien speed + celerity + shift. If you space out the maps, the difference in res/time investment required for the two teams to reach further points in the map will become more important.
4. More tactical choices available from "neutral" spaces. Since # of tech points/res nodes cannot simply scale with map size, this means that more spaces will be created that have no inherent value, but allow access to other locations. This creates opportunities for forward bases, siege points, etc. Right now everything is so close together that you only really have a few key locations where these things are possible.
Comments
I like how you start with that.
Bigger maps are probably a good idea for public 24 player servers, as those are a complete chaos. However I'm not sure bigger maps would solved that :P