Author Topic: GV-friendly Maps  (Read 520 times)

Offline TDeacon

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GV-friendly Maps
« on: July 19, 2012, 11:41:46 AM »
Maps should cater to *all* playing styles, including GV “furballing”, which has grown in popularity recently.  Below are some MA map design elements which support the above.  Many existing and under-construction maps don’t consider these design elements as much as they should (if at all).  

1)   “I’m here”:  GV furballs start when someone approaches a vBase from a spawn point.  The flashing base automatically attracts other players, and a GV battle ensues.  One of the reasons why the traditional Tank Towns can be empty is that some of them lack this trigger mechanism.  The first player shows up, and nobody else is there.  Opposing vBases are too far away to make it worth while to drive to them, so the first player leaves.  

2)   “Rinse and repeat”:  GV battles need spawn points as close as possible to the anticipated battle area.  This means that the spawn point must be close to the vBase, or close to an opposing spawn point.  Players generally like fighting rather than driving.  So you die; no big deal; up another GV and you are back in combat in a few minutes.  

3)   “The world is not flat”:  Dead flat terrain, even if heavily forested, is less interesting than terrain with higher elevations, including mountains.  The former tends to limit tactics to stationary ambushes.  It is not necessarily unbalancing to have high elevations within several thousand yards of a vBase.  

4)   “No bullying”:  Although air-to-ground is an important part of the game, GV “furballing” is difficult to impossible if the air-to-ground presence is constant.  Planes have too much of an advantage over GVs, and rightfully so.  Therefore, the map should encourage survival of vBase groups remote from air bases.  (This should be do-able *without* hurting the “win-the-war” players, as they don’t need to capture everything to win; just make sure sufficient such vBase groupings or chains survive somewhere until the win).  One way to do this is to have separate chains of vBases, separated from air bases by space or mountains, as on a few of the existing MA maps.  A vBase spawning to an air base does not cater to GV furballing, but instead to base capture and air-to-ground.  

5)   Here is a pattern incorporating some of the above design elements.  Among other things, note that the 2 spawn points (from 2 other vBases) are adjacent instead of on opposite sides of the vBase.  Based on experience, this *greatly* adds to the fun, as it allows GVs to spawn directly into battle, without necessarily approaching or having to drive the long way around the vBase.  Whoever owns the vBase can also spawn from there, so that adds the variable of opponents approaching from 2 directions.  I would hope that future maps or map mods will take this pattern into account.  


« Last Edit: July 19, 2012, 11:46:47 AM by TDeacon »

Offline R 105

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Re: GV-friendly Maps
« Reply #1 on: July 19, 2012, 12:33:44 PM »
 Driving for 20 minutes to get one shot at another tank before you are bombed gets old. I know maps are made by players and I suspect all our maps are made by pilot types that don't like GV's much to start with. Maybe some enterprising young tanker can make a GV friendly map and submit it to HTC.

Offline Bruv119

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Re: GV-friendly Maps
« Reply #2 on: July 19, 2012, 01:04:33 PM »
all very good points Tdeacon,

I will disagree about having Planes in the mix,  As you can see with the v135 spawn camp on Trinity there needs to be an element of bomb****ing just to prevent the camp.   In turn this promotes air combat because players then try and engage the bomb tards and so on and so forth.  Maybe it is just because I never really get to play at prime time but why is Trinity's TT  always a ghost town and other maps that do have air around busier? 

I have incorporated 3 separate TT areas on the terrain i'm working on but they will have an un-capturable airfield at each end of the crater.  If Gver's really do not want bombs in the area they will have to pork the Ords, but in this instance the airfield will not be easily re-supplied.   

Most of the GV spawns will enter adjacent each other and in some cases a 3rd entry point to help flank / break vehicle camps.   
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Offline WWhiskey

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Re: GV-friendly Maps
« Reply #3 on: July 19, 2012, 01:25:09 PM »
My thought was about the TT island map we have ( don't remember the name)
My idea was that small airfields near it ( such as a 1) shouldn't have ords , you could re arm there but not up there with ord also bombers should t be able to lift from small airfields to start with!

I like the sound of your map bruv
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Offline Shuffler

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Re: GV-friendly Maps
« Reply #4 on: July 19, 2012, 04:00:15 PM »
A mostly GV map will most likely never reach being used in a main arena. At least not in a game called Aces High.
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Offline WWhiskey

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Re: GV-friendly Maps
« Reply #5 on: July 19, 2012, 04:23:30 PM »
A mostly GV map will most likely never reach being used in a main arena. At least not in a game called Aces High.
I'm sorry,, i thought we already have a mostly GV map in the game, in rotation,, I think it has 18 Gv bases close together and no CV's,   
It also has a big hole in thew middle of it where nothing happens,, a lot of wasted space,,IMO
 It has potential area that could be used for more air battles if there were bases in the middle but I'm not sure of about any policy to revamp old maps.
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Offline TDeacon

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Re: GV-friendly Maps
« Reply #6 on: July 19, 2012, 06:35:44 PM »
<snip>
I will disagree about having Planes in the mix,  As you can see with the v135 spawn camp on Trinity there needs to be an element of bomb****ing just to prevent the camp.   In turn this promotes air combat because players then try and engage the bomb tards and so on and so forth.

All air bases will inherently have planes participating in GV battles.  Some GV spawns perhaps should also have planes (to support those who want to do ground attack), but an adequate minority should be difficult to reach with planes, in case there isn't anyone up who is willing to do GV CAP (in general, CAP is boring, especially if you have limited time to play).  Note that we already have examples of all these types of spawns in existing maps. 

Maybe it is just because I never really get to play at prime time but why is Trinity's TT  always a ghost town and other maps that do have air around busier?
<snip>  

I think it’s because it lacks the “I'm here” factor.  The center city should be replaced with a vBase, perhaps, which would then flash.  

Most of the GV spawns will enter adjacent each other and in some cases a 3rd entry point to help flank / break vehicle camps.  

Great!!


A mostly GV map will most likely never reach being used in a main arena. At least not in a game called Aces High.

I agree, but the ideas I listed can be in all MA maps without hurting the other play styles, and in a limited form are already in some.  I can't recall the name of that large MA map with chained vBases, and the 3 countries in the west, north and south, separated by waterways.  Anyway, that map has in places all of the ideas mentioned in my OP.  

MH
« Last Edit: July 19, 2012, 07:08:14 PM by TDeacon »