After playing for a while with and without an alert on here are my experiences.While I dislike that large portions of the map are now unused, the overall changes make for more interesting combat, and easier strategic planning. The narrow "corridor" bases have made it easy to know what avenues of attack and defense the enemy had available, and meeting them there in combat was much easier without the aid of "hotspots", "instant action", or base-status indicators. The heavily connected bases now have much larger strategic value conquest, opening avenues of attack, and at the same time, make it harder for the team holding them to defend (as they can be attacked from multiple angles). Warpgating a faction is now slightly harder to achieve in one respect, as you can't simply "wrap" around the edges to lock them in. On the other hand, you definitively know which bases are available for a push to hit, so conquerors are more decisive about where to reinforce. In particular, the distinguishing of assault-bases for plants, labs, and stations as separate bases I feel just makes more sense than their original design. While the previous version gave the impression that these bases were larger and more important, the separate properties make it so by providing and guarding avenues of attack, and also by providing a larger incentive for taking these bases during an Alert. An amusing result of the base and connectivity reduction(due in no small part to the introduction of the Harrier as well) is that roadside combat between bases is more common.This turns areas that were usually passed over as both sides rushed for bases into combat zones, exposing more of the level design to active play, even with the reduction in actual combat objectives. It IS still possible to hit an edge of a corridor where no combat is occuring because two sides are simply defending, but as volume increases, the defenses will be more interesting as well. The biggest loss is that so much of the continent has reduced travel and strategic value. Granted, most of these locations were largely unnoticed as a result of the ambiguity in the previous maps, but its a tradeoff that opens the doors for far too many interesting options. There are ways to make use of those areas in the new system as well, but that can wait for another time.