Re: 2c-Highground map mistakes and corrections
Posted: 29 Jan 2014, 06:39
Sorry, topic is tl; dr for me except for the last few posts.
In regards to the aspect of blocking the ramp with a factory, I think that as long as the person/people who are using the map editor to make corrections are creative enough, they can change the drivable terrain elevation both at the entrance/exit on the high ground and on the ramp itself to a slope too steep to build a factory on, except for somewhere near the bottom. This would allow people to block the ramp with a factory only if they can defend it well enough to keep enemy tanks from piling up at the bottom and ramming through the factory.
This also serves the purposes of forcing tanks manufactured at that factory to climb the steep slope before they are able to influence the high ground, and delay attacking enemy units long enough for faster units to climb the secondary ramp and flank them from the high ground. Whether either of these will realistically be possible in a game depends on how much of the high ground that player can influence, and what types of tanks the players choose to research, design, and manufacture.
In my opinion, all of this would preserve the original look and feel of the map minus the existing imbalances. Remember, we are making corrections to these maps, not completely redesigning them.
Edit: This also forces the attacking player to build his factory on the defending player's low ground in order to block the ramp.
In regards to the aspect of blocking the ramp with a factory, I think that as long as the person/people who are using the map editor to make corrections are creative enough, they can change the drivable terrain elevation both at the entrance/exit on the high ground and on the ramp itself to a slope too steep to build a factory on, except for somewhere near the bottom. This would allow people to block the ramp with a factory only if they can defend it well enough to keep enemy tanks from piling up at the bottom and ramming through the factory.
This also serves the purposes of forcing tanks manufactured at that factory to climb the steep slope before they are able to influence the high ground, and delay attacking enemy units long enough for faster units to climb the secondary ramp and flank them from the high ground. Whether either of these will realistically be possible in a game depends on how much of the high ground that player can influence, and what types of tanks the players choose to research, design, and manufacture.
In my opinion, all of this would preserve the original look and feel of the map minus the existing imbalances. Remember, we are making corrections to these maps, not completely redesigning them.
Edit: This also forces the attacking player to build his factory on the defending player's low ground in order to block the ramp.