Avallo Kantor wrote:How much is team size a factor in map creation, and to what degree would it differ the map?
Also do you plan to have any continuation of the "Socket" system from DUST? I remember when first hearing about it that it could, long term, have huge possibilities for nearly infinite map variations. On the downside, I realize that such customizability takes away from a well designed overall map experience, if you have to design each socket to be potentially independent parts of a larger map.
I barely paid any attention to the variance in the sockets in every battle. Even if I did, it hardly mattered to me. I feel it was better to just save the server processing power and have us fight in static maps where the sockets don't change.
Besides, since we're likely to be fighting inside ships that have standardized internal structures within them it stands to reason that we will be fighting in very static maps. It would be very hard to implement a socket system for the interior of a ship. It's better to make static maps that represent different parts of the ship. From there you can each generate 3 separate battles across the 3 parts of that ship or perhaps have one seemless battle transitioning from the hangar to the bridge and then to the powerplant depending on the progress of the battle.
Also, since we're going into ships I now feel it is high time to get rid of the redline. Instead parts of the interior of the ship should act as physical barriers that just block the player from entering. For example: sliding doors sealed by a hack that occurred just as the attackers initially boarded, collapsed catwalks, force fields that the ship itself deployed to seal off parts of the ship that have suffered a hull breach, etc. I shouldn't be seeing a redline inside a ship. They are redundant in such an environment anyways.
PS: To answer your question about team size, it matters in the sense that having too few players in map might result in fights that are unnecessarily long or drawn out because players are not encountering each other as often as they expected. The same is true for the opposite in which too many players could result in what we saw with Domination matches.