Patoman Radiant
ZionTCD Legacy Rising
53
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Posted - 2013.01.28 02:06:00 -
[1] - Quote
Being that 8 or so planet types exist, if ten maps are made for each one, that would be a total of 80 maps. Now that is pretty ridiculous number. Also add into that most of the maps I have seen tend to look like caldari or gallente buildings, thats leaving out the tribal matar, and feudal ammar.
So a suggestion I have is to have the maps re-skinned cosmetically for background based on both planet type, and the owning faction. That would keep the maps familiar and balanced (being tested right now) while offering variety, and realism for different planets owned by different people, not all the commercial archetypical norm of caldari.
No idea how gas planets will be implemented for dust battles, but all the others have some kind of surface.
To differentiate planets other than cosmetically different affects could happen to those who fight on it, the armor mercs wear may allow them to survive easily unlike those without protective gear who can't, but that doesn't mean it won't have a affect, such as more overheating (or all weapons overheating) on a lava planet, less overheating on a ice planet, reduced radar on plasma and storm planets etc.
One map type I noticed was missing was a big densely populated city, all sky scrapers, kind of like I saw in the trailer with those drones. Ideally 3 different ones re-skinned to buildings that look like the proper faction.
On the flip side, a map or multiple should exist that represent a small base/installation/colony and surrounding expanse that is very unpopulated and under developed. Where some of the only developed parts are the small base and bare-bones around armory and clone bays, a few turrets if any and, most purchased by players.
Going with that, being dust mercs take over planets, a game type should be conquest where one side trys to capture a city or base and the other side defends.
A map and gametype should also exist based around attacking or defending a command center a eve player (or NPC) has. Three types based on if the structure is primary industrial, resource extracting, or both. It should be harder for the attacker to win than defender but likewise the payout (in case of NPC ownership) increased for attacker in the chance they win, and only marginally better for defenders if they win.
By having these basics they can be used for anything, the same map can be used for any sort of scenario.
One idea for infinite variety is to use the blizzard system of diablo dungeon spawning for the map that will be fought on. It would say to hell with people memorizing maps and tricks and glitches on them (like getting on a high spot on lockout in halo 2).
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