Ancient Siege map
Posted: Thu 12. Jan 2017, 02:45
I was thinking, that some kind of Ancient Greece/Rome Siege style map could be made or put into the map list.
I think this could be both a map with either no vehicles or vehicles present. Doesn't bother me.
I was thinking the map shouldn't really be symmetrical cos yaaawn boring. But there lies the problem, how do you make it fair?
Well I thought that it could be like a landing or beach setting. Say...Blue team's nodes are on the beach, the beach isn't flat, it has hills so not every node is visible and thus not all nodes can be attacked in unison; consequently the matches won't be so short. The middle ground can be a kind of no man's land, perhaps a few palm trees or plants etc can be there or barricaded by sandbags or wooden walls/spikes. The Red team's nodes are in the city/castle. The city might have a wall around it, so only certain avenues can be used to get in. The walls can have large gates which can be breach, with stairs leading up the wall guarding the city. The walls might lead to the side nodes, and just before the castle there might be some secondary nodes. Inside the castle is where Red team's primary nodes are.
For issues of balance. Because the castle is going to be tough to penetrate, vehicle availability could be used as a means of balance. For example, the Red team has the castle which provides cover, so perhaps only medium support vehicles are allowed, i.e. Hellbenders, turrets (minigun & Link gun), mantas, Paladins etc. The benders and turrets would probably be best suited to guard tight spots, and let the mantas and palys in the courtyard with some open space, so they are still vulnerable. For the Blue team who will need to work slightly harder to take the Red team's core, heavy vehicles might be available i.e. tank, SPMA, Railgun tank.
I don't think Ultra class vehicles like Ion tanks, Levithans or flying vehicles would make the map tolerable to most people. Very easy to spawn trap with the Ion cannons, and air vehicles like raptor and cicada would just negate any tactical use of cover and wouldn't force the opposing forces to rely on healing the vehicles and trying to find a way through by sheer force and or skill.
The Team who starts off from the beach, might also have spawn point in ships or landing craft. For the team on the beach, their power core would be on one of the boats, half exposed. The castle/city team might have their's in the heart of the palace or the main hall.
Imo that's balanced. Sand dunes protect the beach team from all nodes being wiped out in seconds, they have the heavier vehicles to breach the walls, and the castle/city team use cover, turrets, and have their nodes tucked away in the side rooms/corridors.
Yes it's a bit of a close in fight, but also gives a chance for vehicles to dominate and help their team win by suppressing chokepoints and supporting those on foot with extra firepower.
Just an idea..
I think this could be both a map with either no vehicles or vehicles present. Doesn't bother me.
I was thinking the map shouldn't really be symmetrical cos yaaawn boring. But there lies the problem, how do you make it fair?
Well I thought that it could be like a landing or beach setting. Say...Blue team's nodes are on the beach, the beach isn't flat, it has hills so not every node is visible and thus not all nodes can be attacked in unison; consequently the matches won't be so short. The middle ground can be a kind of no man's land, perhaps a few palm trees or plants etc can be there or barricaded by sandbags or wooden walls/spikes. The Red team's nodes are in the city/castle. The city might have a wall around it, so only certain avenues can be used to get in. The walls can have large gates which can be breach, with stairs leading up the wall guarding the city. The walls might lead to the side nodes, and just before the castle there might be some secondary nodes. Inside the castle is where Red team's primary nodes are.
For issues of balance. Because the castle is going to be tough to penetrate, vehicle availability could be used as a means of balance. For example, the Red team has the castle which provides cover, so perhaps only medium support vehicles are allowed, i.e. Hellbenders, turrets (minigun & Link gun), mantas, Paladins etc. The benders and turrets would probably be best suited to guard tight spots, and let the mantas and palys in the courtyard with some open space, so they are still vulnerable. For the Blue team who will need to work slightly harder to take the Red team's core, heavy vehicles might be available i.e. tank, SPMA, Railgun tank.
I don't think Ultra class vehicles like Ion tanks, Levithans or flying vehicles would make the map tolerable to most people. Very easy to spawn trap with the Ion cannons, and air vehicles like raptor and cicada would just negate any tactical use of cover and wouldn't force the opposing forces to rely on healing the vehicles and trying to find a way through by sheer force and or skill.
The Team who starts off from the beach, might also have spawn point in ships or landing craft. For the team on the beach, their power core would be on one of the boats, half exposed. The castle/city team might have their's in the heart of the palace or the main hall.
Imo that's balanced. Sand dunes protect the beach team from all nodes being wiped out in seconds, they have the heavier vehicles to breach the walls, and the castle/city team use cover, turrets, and have their nodes tucked away in the side rooms/corridors.
Yes it's a bit of a close in fight, but also gives a chance for vehicles to dominate and help their team win by suppressing chokepoints and supporting those on foot with extra firepower.
Just an idea..