Our game went through an evolution where terrains were easy to win if you had numbers. Winning breeds confidence and makes people happy. Then they want to stay, pay their subscription, and win some more. Our numbers reached the point that hoards couldn't be stopped because everyone was too busy in their respective country racing the other hoards to the win feeling good all the way. So Hitech evolved objects in the game that made it harder to win feilds. By that time we had hoard generals who were throwing up missions with tactics to counter each new obstacle Hitech and the terrain builders were putting in their way.
Then 2008 and we have all those legacies of stopping 60 plane missions that the 60 guys took on as a challenge, now just boring to death arenas with only 60-120 guys to populate all three sides. No more missions and alot of bored people waiting for someone else to make some thing happen. But, we have really well protected feilds that made everyone start asking Hitech to un-protect them so they could have fights again.
We are back full circle to the game before the mega hoards ruled and all the terrains had to be built to slow them down. I bet you have never looked at why people really choose one field over another to attack. It's simple, it looks like the easiest to win against if they take the risk. Winning is a funny thing, it breeds confidence and the thirst to win again. Frankly who cares if the target could be captured by one guy de-acking with a full M3 then dropping troops. It's a win, and pumps up his countrymen to keep going and attack more things. If they attack something, then they create activity, and combat, and it sucks in defenders to take part. Or loose by their choice of not showing up.
Terrains are about creating places to attack that have to be defended or you loose your field. Our legacy terrains from AH2 promote safe spaces that are hard to attack and stall out forever making the attackers leave feeling like loosers. Make people feel that way for too long, they stop paying their subscription and find a game that makes them feel like winners.
I made the same number of fields in each country easy to capture so people have the chance to feel like winners which is self perpetuating and they go on a role because they are winning. Players fight each other instead of wander off to some remote field to hide in tin cans on the ground. If you design a terrain from the perspective as a "player" you will build very boring safe spaces that make paying customers feel like loosers. If you make trade offs to purposely help players win and start fights, they will feel like winners, countries will fight each other, and they will want to come back to get that winning feeling.
The problem with that kind of winning, someone will always be a looser because it was just not their country's night. But, more players will be winners and feel good about this game.
Before you build a terrain, you have to come to terms with yourself and stop thinking like a player. You have think, how can I make the most players feel like attacking things to create activity and combat. So you make some percentage of the feilds obviously easy to capture if a full on defense is not mounted.
That's why I keep telling you, build your own terrain if you don't like that rational. By how BowlMA gets used, most players like it and feel like they are accomplishing things in a short period of time making them feel like winners.