CCP Android wrote:I keep hearing the Urban map request. What would an urban map provide, functionally that we don't have in our current maps.
Please don't open the MQ door. Its Richmond's room. Richmond is not supposed to be out of his room. :)
It all has to do with the arrangement of cover. Currently, a lot of the maps seem to be based on large areas of plains and a central complex where all the cover is. And it gets homogeneous sometimes.
Functionally, an urban map could reverse this.
Example: Think of a domination game mode of an urban area centered around a central exposed area; say a park with no trees and with rivers. In the center of the park is the capture point surrounded by a "no man's land". Those advancing towards the capture point hide from each other in the river depressions in the park, but are still perfectly vulnerable to high LOS buildings. This means that instead of a capture point functioning as the centerpiece of combat, it functions as the bait for a massacre. This pushes the importance to the high ground surrounding the no man's land.
Now, let's say, that there are very few "hot spot" multi-story buildings whose main advantage is undisputed LOS to this center arena and the other hot spots. This means that smart squads would move to those spots and fight over them. Some would specialize in shotguns to clear out these hot spots, other to prox mine the entrances to try and keep those shotgunners out, and even other to take advantage of the great LOS to kill people in the opposing hot spot and capture point. But these points will always be vulnerable due to their being surrounded in close quarters by other buildings.
Conclusion: In this case the redistribution of cover and the exposed nature of the capture point is opposite to the way many maps work currently, and this reversal makes these maps functionally opposite with the emphasis being on taking high ground around the capture points instead of taking the capture points themselves. Buildings provide an overhead cover that make these clearly overpowered high-ground buildings possible and, at the same time, walls funneling people into doors and windows encourage more CQC, clever use of explosives, and multi-level combat. This tradeoff between the close quarters required to capture these "hot spots" and the long range effectiveness to take advantage of them makes for extremely creative gameplay, encourages group play, and would be a welcome break from the current Dust map-making philosophy
Note: The hot spots could also serve as their own capture points in skirmish, and the exposed nature of the "no man's land" favors dropships to tanks (for once).