View Single Post
  #67  
Old 02-10-2014, 12:31 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by IceFire View Post
The other thing I want to bring up is the role of the dogfight map. We currently have a few very usable small scale maps that we re-use over and over again on dogfight servers. Some of the new maps work brilliantly for online and others are more challenging or less useful.
What makes a good Dogfight map, then?

My impression is that most of the Dogfight maps are way too small. While they've got interesting tactical setups and, in some cases, interesting terrain, I've notice that a running dogfight will quickly take players far away from the "fun" areas.

Additionally, the fact that the opposing teams' starting airfields are practically (or literally) in sight of each other just invites the sort of realistic behavior that online players hate - strafing and bombing enemy airfields to destroy planes on the ground and attacking planes that are taking off or trying to land.

Ideally, I think that any dogfight map should be about 20 miles/33 km square, with plenty of "interesting" terrain, such as mountains or islands, in between, and with airfields placed so that no team is at a disadvantage.

Boundaries for "protected zones" around airfields - where activities such as strafing, bombing, "vulching" heavily disadvantaged enemies, and "camping" are prohibited - should be clearly marked.

Practically, each team's airfield could automatically be protected by intensive curtains of light and heavy flak, since that was the real and effective way to protect airfields. Also, the risk of getting shot down by ground fire is a lot more obvious and self-enforcing to players who are inclined to break the conventions of online etiquette than being kicked off the server.

Strong flak curtains surrounding each team's airfield would also encourage lots of ground attack missions prior to "capturing" that team's base by landing aircraft or dropping paratroopers on it.

Based on those ideas, I'd like to see versions of the "Net Mountains" map that are much bigger and where the same map is set in different climates, both to provide different air temperatures and as "eye candy" to help immersiveness if the mission is restricted to a certain plane set. For example, the same map textured as jungle, desert, temperate or Arctic terrain.

I'd also like to see variants of the "Net Islands" map (the one with 8 islands around a central island) textured in the same way, but with the perimeter islands set about 10 miles/15 Km from the central island, and about 5 miles/8 km from any other island. The central island could also be turned into a mountain rather than being flat, making the map more interesting.
Reply With Quote