SOE, seriously, after you get your **** straight with performance and multithreading, go back to the drawing board with the map design. Revamp of the resource system alone won't help. Current map design is fundamentally flawed. You advertise epic massive scale combat, but what we got is a series of tiny deathmatch maps with way too many people on them. I clicked [redeploy] and see Broken Arch Road 48+v48+... Is there anybody who thinks that having 100 people in a bunch of shacks in a 50m wide canyon for 4 minutes minimum is cool? The consequence of that is the strategic layer is pretty much nonexistent as there is no space for meaningful maneuvers on macro scale. Recon doesn't matter, there is no enemy movement to track, i can tell you right now with 100% certainty that everybody will be in that 100m x 100m square. Even if you see 20 tanks they just stand there clumped blasting the base 95% of the time. Infantry pushes max 50m, from sunderer that once parked doesn't have to move an inch. Defenders only have 1 or 2 spawnpoints that matter so attackers can easily contain them. Every battle plays itself according to the same scenario as the battle 1 hour ago, yesterday and 1 week ago. This kind of gameplay is painfully static, gets old fast and bores to tears. That spells trouble when it comes to the game longevity. Despite opting for hex when lattice came out, I came to think that, no matter the resource system, both hex and lattice are broken and the cause is numerous tiny territories. Each territory = separate battle in full force but the size simply doesn't match the manpower and you get a caricature of combat. Small territories impose a hard cap on the degree to which the combined arms can be utilized, eg how do you employ the strategy of blitzkrieg, when tanks have to stop every 300m for 5minutes to camp spawns and there is almost no reason to push further? Scrap the lattice nonsense, what the game needs is a handful of huge provinces with a major facility in its center and a handful of resource/bonus yielding outposts. Continents divided to provinces is the only interesting way to offload overcompressed 200 man meatgrinders, improving the strategic depth, not to mention the game performance. Coincidentally the system would be very much like PS1 (it's not like i am a PS1 fanboy, never played it) My general idea is that there would be few control points outside the major facility and there would be 2 modes of conquer: brute forcing the base directly, or owning all outer control points simulating siege cutting the base off. An alternative using the current system: N facility points are matched by N+1 outer points, so you need at least one outer point to control the base - just like with 3-point tower bases where one point is inside and 2 outside. Such a design would force people to manage much more territory than a 100m x 100m square. Suddenly logistics and superior utilization of available resources play a huge role. Defenders would not be as easy to contain. Less downtime, more movement and action, frequent change of scenery. Plenty of secondary goals that can be taken by small squads. Recon would be crucial as knowing where in the 2km x 2km province the enemy armored column is going to attack and in what numbers means a lot. My ideas probably have quite a few flaws, it was only a rough concept showcasing the base of the solution to the core problem. No matter what you need to figure out a way to blend skirmishes/sieges in individual facilities into the greater, fluid whole, where 30 tanks don't waste their time unproductively camping spawns for 5 minutes but actively move all over the place to break defenses or to neutralize enemy armor letting the foot grunts do their job. Without that qualitative improvement the game will always feel off with its 10% action, 90% looking at spanwshields from both sides. Micro scale problems i have with the map design: - improve visibility from the spawnroom - I'd argue that's one of major causes of people staying inside. All spawnrooms have huge deadzones and people are not too confident when dealing with the unknown. If you are in a coordinated team with high levels of trust, running out together is no problem. Pubbies don't have that trust to their peers, so they don't feel like running out to meet death. Craptastic visibility only reinforces the feeling of hopelessness. Examples: pretty much all spawns suck hardcore against lolpodders. You need to step out to even see them hovering above, with noses down just waiting for delicious lolcerts. Airtower exits on the middle floor - all you see is a wall but you have no idea what is on the sides and on the stairs. - get rid of all elevated positions that allow to shoot down the base with tanks and other cheese. Fortifications usually oversee the surrounding area, not the other way around. It's stupid that in most bases you can have MBTs 10m above the top floors of even 3-story barracks and both air and wall towers. I get that hills are pretty and what not but seriously, this **** is aggravating. Where are going the defenders to run out to if every inch in the 50m radius including roofs can be blasted with AoE, and that's on top of tons of infantry camping in spawn deadzones? - if you put a turret somewhere, make it actually usable and accessible. Improve angles (there are places where tanks can shoot down at AV turret, but it can't retaliate that high. Stop with the huge tree/rock right in front of the turret nonsense. And unmanned turrets should switch to a mode that grants them a solid resist against dmg, so they can't be destroyed in 3 seconds.