Originally posted by hitech
I'm with tilt on this one, the key is to design a system or terrain where all types are put in conflict.
HiTech
I would add -- without going overboard so that it becomes complete gridlock.
I know you posted an idea about making only one base capturable at a time. The more I have thought about that (or similar options), the more I think that would just create a whole new problem. Yes, it would channel the fights around a few fields -- but unless one side by quirk of timing has an overwhelming majority in an arena, you end up with nothing but a "stagnant" furball. The same base is fought over for hours, with neither side being able to get the upper hand and actually take it.
That may sound like heaven to the pure furballers out there. But, if there is no sense of "forward movement" within a reasonable amount of time, it will be very frustrating to the base capture crowd.
So, there have to be outlets of some type. IMO, this is what the "end runs" are about. If a side feels they are getting nowhere after a time, they have to start a new front somewhere where "forward movement" is perceived to be possible.
I think upping the field ack and increasing the strats was a great idea. Any"end-runs" now must be done by larger groups of people organizing and working together rather than just two looking at a quiet area of a map. It also gives more time for defense against poorly timed / executed attacks. Porking becomes mission oriented rather than lone wolf territory.
But remove the possiblity of an "outlet" entirely, i.e. funnel too tightly, and I think the game will lose something of what makes it fun for many.