Suggestion - Flip Design of Routes

Discussion in 'Test Server: Discussion' started by kymcman, Apr 9, 2013.

  1. kymcman

    I feel the design of the map is somewhat backwards. I think that there should be much more connectivity (lines) between smaller outposts so that they are multiple options for paths between these to create a connection. As you grow in importance for bases, those number of connections become smaller so that the roads to a bigger anchor (BioLab, Tech Plant, Amp Station) are much more concentrated with less options. That way there can be smaller battles as there are more options between the smaller outposts, but those battles start to concentrate at the foothills of the bigger bases. This is currently the opposite as many of the smaller outposts are just a link in the chain to a bigger base, which has a number of connections into it.

    Building off of this, what if they separated the "route" (lines) from the "base" (dots) in a hex form? That way if you captured the base, your dot hex turns that faction's color. If there are any lines that then connect to another base of that faction's color, they would then change to that color as well. However, if the connecting dots are not the same, the hex for the line is gray showing a "break" in the line or where a front could potentially be found. Thus, there could be a great deal of gray lines that show potential paths that could be used to make a connection across these smaller-outpost areas.

    This would allow for more potential connections on these smaller bases, which would make it less predictable out in the "plains" of smaller outposts and give more options for a potential path, but still allow for the concentrated bigger battles towards the bigger bases. Additionally, the linear nature of the routes / options could give predictability for a defense (still not as many options as the full hex design, but more than just one entry route).
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