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TWLB mapchange, why it is needed

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  • TWLB mapchange, why it is needed

    This season we have all witnessed the coming of the cramming. We can all agree on that it has shown us a weakness in the map and given us a new strategy in how to base. Be it for the worse or for the better. But it has changed basing forever.

    My thoughts on this is, as in any other game were you use strategy, is that no strategy should be so much more good than any other. The more strategies a player has to play the game the better. It is what makes a game complex and fun, instead of simple and boring.
    Cramming is beatable, it is, but it's too good for the better of basing. Basing is flagroombattles. This is my firm belief and if you don't agree I don't think you have played basing enough to realize that.

    Now a little bit of history. (Correct me if I'm wrong but I think it was something like this anyways)
    Do you remember why we got the current pub map with three entrences?
    The map used before the current one had one big entrence to lower room. So the team owning lower and the tube could easily just sit there and bomb the tube and they'd hold the flag "forever".
    Doesn't this sound pretty much like what we have witnessed in TWLB this season?
    I think so.
    What did we do earlier to correct this weakness in the map?
    We gave the pub map three entrences.

    My solution to this problem would be to use a map using the basic design of boki's but made cleaner. (I'm just talking about boki's design around flagroom). The side entrences would have to be cleaner, without so many obstacles iow. Because as it is now they are pretty useless.

    Pros and cons for boki-like map:

    Plus :
    * There would be no ultimate strategy ( like cramming).
    * Different lineups would be seen (I could imagen 2 javs would be useful)
    * The complexity of basing would be improved since you'd have to develop a way to cope with the new entrences.
    * More of flagroom battles

    Minus :
    * It would be easier to get into flagroom and harder to defend it.


    Why isn't limits in shipnumbers the way to go?
    Well basicly, it would still be possible to cram with say 4 spiders.
    We would also limit ourselves to just a few strategies and lineups instead of increasing them.

    What are your thoughts on this problem?
    Please, if you are about to reply to this post, make a serious, well thought through post. Thanks for reading and taking time.

  • #2
    Would be worth trying in ?go base or something.. though definately need to make the side-entrances cleaner.. dunno would it change basing into too much chaos but sounds like the best idea heard so far

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    • #3
      Was thinking the exact same thing this morning. Agreed.

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      • #4
        There is already a thread about this. Hell, I've spammed it on our chat a few times. I wish my squaddies would unignore me.

        http://forums.trenchwars.org/showthr...&threadid=5478

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        • #5
          How about adding miniweasel to twlb, vs. 5 spiders it would force the terr to move out of cramming position (to block weasel as it comes through side entrance), and since javs have x it would encourage teams to include a jav (although miniweasel would still be useful, the energy drain on the jav due to x would cripple its ability to do anything other than block the weasel).

          Also, how about giving lancs bouncy bullets? Normally it's kinda useless in fr, since the spread doesn't matter if you're up against lots of spiders and have no chance to shoot. But with bouncy bullets a lanc could bounce shots from one side to the other through the top wall, or from one side to the other through fr entrance, and even if repped it could still prove annoying as its repped, bounces off wall, and comes back at slower speed.

          I also heard an idea about levis having no-damage bombs that emp, can't really comment on that though. I suppose if it was made into a kind of jav like ship, which shoots emp bombs with maybe 2x jav radius it would prove useful, but maybe unbalanced (even when repped if it hits a wall near the enemy the entire team gets emped).

          The problem with changing map IMHO is that the spider remains the 'best' ship for FR battles, since it teams well with other spiders and isn't stopped as much by sharks, and as long as the other ships continue to be less useful in FR you will probably see alot of 5 spider teams.
          - k2

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          • #6
            miniweasel wont solve shit unless they allow linechanges in twl ... otherwise no1 is prepared to waste a ship on a weasel
            There is no point in singing while shitting cause shit wont come out dancing.....

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            • #7
              if u want variety and adapting in the base game u need LINECHANGES .... so make the twl ops allow for 3 linechangges
              There is no point in singing while shitting cause shit wont come out dancing.....

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              • #8
                I'm sorry shade, I've been away and didn't see that thread. (mostly because it's in the wrong forum).

                Please, discuss the topic idea. Don't come with your own solutions as it would lead nowhere... I want this idea to be either rejected with a good argument or accepted.

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                • #9
                  until they change the map (if they do it) diso will practice how to beat cram. we wont give up that easy :x
                  The third attempt is when its going to happend!!! the long deserving twlb victory afterall, we still got the best rec with a 13-1 but hopefully we can keep it up all the way next season!!
                  This simply cannot be the ultimate basing strategy, I WONT ALLOW IT!!!
                  Originally posted by Tyson
                  There is no such thing as hoologians there are only football supporters.
                  Originally posted by HeavenSent
                  Hello? Ever tried to show a Muslim a picture of Mohammed? I dare anyone to try. You will die.
                  Originally posted by Izor
                  Women should never be working in the first place.

                  Comment


                  • #10
                    With the current settings, rules and map it is. It's basicly (as I wrote before) the old problem of pub map revived.

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                    • #11
                      no it isnt , i have developed the ultimate anti cram strategy
                      There is no point in singing while shitting cause shit wont come out dancing.....

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                      • #12
                        Same here.
                        You ate some priest porridge

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                        • #13
                          A map change is (to me) BY FAR the flexible and efficient way to change the gameplay of basing WITHOUT restricting the freedom of the team to choose what they want to play and what strat they want to employ.

                          And shipchanges must be allowed ... 3 max I say though.

                          In light of ppl wanting more shipchanges ... I also think you need to lengthen the time in which substitutions / ship changes take place ... there must be some "slight disadvantage" for the substituting/shipchanging team ... and that disadvantage should be a longer delay time to be put back in the game (kind of like a short powerplay in hockey).

                          I dunno what boki looks like ... but my personal feeling is taht we need to create a second entrance on top/middle of the roof ... then wrap aroung the ears-of-midbase AROUND the ENTIRE base ... so that fr is enclosed by midbase ... then several large/medium/small blocks, and holes to facilitate positions ...

                          I urge you guys to look at this change as NOT AN ANTI-CRAM idea ... but a PRO VARIETY / TEAMPLAY / SKILL change ... so drop the cram-sucks-and-must-be-destroyed attitude that some of you have.

                          If a map change is made with 2 or more entrances ... then the gameplay does not reward the periodic flagpts very well. Simply, the pts gained from the periodic flag ding need to be upped more. I think the current setting is 200 pts each minute ... but isn't that the same for each kill w/flag? This current gameplay encourages high kill for more pts ... which is good, but there needs to also be a emphasis on the benefits of holding flag for long periods of time ...
                          Last edited by Sufficient; 09-01-2003, 01:17 PM.

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                          • #14
                            [bump]

                            Any comments on above?

                            Can someone try out my map idea?

                            Comment


                            • #15
                              1. I don't beleive you can seperate flag ding points from kill bonus.

                              2. That would actually strengthen the cram, but apparently thats what we want.

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