Rak said:I agree too. Current maps are nothing but a mayhem with 32 players. No tactics, because there are no time to think tactics. Spawn, shoot ,die.
Also spawn times have effect in this too. Most maps are ported from RO mod and, RO mod had 2x spawn times than this. Add the 32 players and you have a non stop arena style shooting in small stock maps. Maybe that's why I'm starting to love large tank maps because of this. Play the same maps with 24 good players, and you'll understand what I mean.
First thing should be upping the spawn times a bit more, the rest is up to devs and community about the size of maps.
I keep seeing those knocked out tanks at Basovka (my favourite infantry map) and wish we could have a couple on the map itself
Rameusb5 said:Large infantry maps = boring.
Go play WWIIOL and then you'll see why. And that game has 1000's of players online at one time.
Even if someone created a really fantastic spawning sytem that kept the action going, that would simply mean that large parts of the map go unused. (Just like in WWIIOL)
I always love the mentality that players have that they should be able to stealth around the map and cap objectives. This is supposed to be a WAR sim, and in no way during WWII did one or two guys sneak into enemy territory and CAPTURE IT.
In short, there were NO NINJA's in WWII.
And you can still set up ambushes on smaller maps. It's called camping...
Rameusb5 said:Large infantry maps = boring.
Go play WWIIOL and then you'll see why. And that game has 1000's of players online at one time.
Even if someone created a really fantastic spawning sytem that kept the action going, that would simply mean that large parts of the map go unused. (Just like in WWIIOL)
I always love the mentality that players have that they should be able to stealth around the map and cap objectives. This is supposed to be a WAR sim, and in no way during WWII did one or two guys sneak into enemy territory and CAPTURE IT.
In short, there were NO NINJA's in WWII.
And you can still set up ambushes on smaller maps. It's called camping...
Rameusb5 said:Large infantry maps = boring.
Go play WWIIOL and then you'll see why. And that game has 1000's of players online at one time.
Even if someone created a really fantastic spawning sytem that kept the action going, that would simply mean that large parts of the map go unused. (Just like in WWIIOL)
I always love the mentality that players have that they should be able to stealth around the map and cap objectives. This is supposed to be a WAR sim, and in no way during WWII did one or two guys sneak into enemy territory and CAPTURE IT.
In short, there were NO NINJA's in WWII.
And you can still set up ambushes on smaller maps. It's called camping...
blitze said:What, the Clown Car ain't good enough for ya?
Yes, the Reds need something, even the old truck was better than the current troop transport options (feet).
Also, can we get ski's for winter combat? Yes I know, the Russians usually only wore them on their backs but for the Axis it was an effective means for getting around, at least in Finland and Lapp Land
Deathsai said:*Sigh* I bet you played WWIIOL about 3 years ago, before depot spawning, before MSes and UMSes, before any of that. Back in the fun days of bunker rushes with Opels of Death.
WWIIOL is an intense game, both in the furious town and city fighting, and in long-range combat.
4th ReichHowever said:, making the Infantry maps larger would enhance the combat more than anything. Instead of just running and gunning in small maps, having larger maps would allow for actual ambushes, and vantage points offering supportive fire would be more valuable over long distances. In small maps, you really can't make a group effort to out flank your enemy, much less do anything other than run and gun.
Rameusb5 said:Here's the major problem with extremely large maps and a game with only 32 players. You spend most of your time traveling TO the combat. Not only that, but because the space is so open, you're not even exactly sure where the enemy is. Now combine that with the fact that MOST infantry players tend to run off by themselves.
Rameusb5 said:This means your map has an extremely low population density. Now it feels a lot less like a "battle" and a lot more like you're hunting. Pixel-hunting.
He did, I was in there when he did it too (on odessa ya?).Phoenix-D said:No flanking my ass. Its EASIER to flank in small maps; I did it tonight in the new map. Blew away three defenders with a nade, shot another, then moved up a little and knocked off a MG as well. Amazing how much easier that is to do from behind.
The size of the map only affects tactics a little. More important is the respawn timer vs. distance to objectives, and that still doesn't do all that much.
Phoenix-D said:No flanking my ass. Its EASIER to flank in small maps; I did it tonight in the new map. Blew away three defenders with a nade, shot another, then moved up a little and knocked off a MG as well. Amazing how much easier that is to do from behind.
The size of the map only affects tactics a little. More important is the respawn timer vs. distance to objectives, and that still doesn't do all that much.
Hyperion2010 said:He did, I was in there when he did it too (on odessa ya?).
Even odessa is to big for a map with no transport because players really dont use the vast majority of the space in the map and just go straight for the capzones.
The way to fix that of course is to have a min number of players for capping to start (can be scaled to player numbers), that way defenders can be free to move out of the cap zone to defend since there would be no unrealistic lamer sneeking into a capzone, IRL it would be suicide to leave your squad, so by not rewarding running off to the capzone without your team you would get more realistic play.
Making bigger maps without addressing this problem would lead to even LESS realistic gameplay because people would sneek into capzones that 1 person would never be able to cap IRL just because the other team doesnt have enough players to be in every square inch of the territory they would be in IRL.
Hyperion2010 said:Well I proposed a new system awhile back, but it would require a TON of scripting and it would just be easier to make a new system entirely when they make their next game :/
I dont like cap zones either, but since communication isnt exactly at an all time high in ROO there needs to be some visible objective for players to aim for.
Its not perfect, but it works, and trying to figure out how to make the current maps work better with a few changes to the mechanics is a whole lot more productive at this point in time.
Hyperion2010 said:Well, as much as I wish people could be incintivised that easily I'm a cynic
Ah well!