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ArIskandir

On the Topic of Maps, Spawn and CVs

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The environment conditions the gameplay.

The current design of the maps is focused in the traditional concept of key positions and objectives, it takes into consideration firing lines, hard cover, flanking fire and mutual support of positions. The derived tactics are similar to "ground" warfare: control of favorable terrain and "fortified" positions, flanking fire, infiltration tactics, etc. The key aspect being to take and hold an advantageous location to both project your firepower on the enemy and block his advance. In the game this commonly is represented by island cover or stretches of sea with a degree of protection from flanking fire. This features are most of the time stretched along the center of the map, defining the battlefront between both sides, akin to a trench system or fortified positions. Once one of the sides pushes the other out of the "fortified area" the match is almost always decided. The design of the map determines how to play the game on that particular map.

Then lets introduce the concept of air power. Air power by its nature operates under different principles than the surface combatants, in essence it completely ignores any terrain consideration. What happens when you introduce in a carefully balanced environment an element that ignores and bypass the rules under which that environment operates?. Being your design focus to take control and hold  fixed positions on the map, now you have an element in the game that directly  operates against your design, by directly punishing any player trying to control and hold a strategic fixed position. This is not a balance issue, this is a core concept incompatibility. 

The way air power operates comes into direct contravention of a game mode that requires the player to "sit" in a cap for a period of time, or to "take cover" from incoming fire in a fixed position. Foxholes are turned into mouse traps. The biggest source of dissatisfaction comes from this incongruence in game mechanics where one aspect of the design points you to play the game in a certain way and then another aspect of the design punishes you for doing it. 

 

Dude, where's my ship?

Another standard design feature of the game is the randomized spawn positions. This on principle is a nice way to introduce more variance into the gameplay, the game experience can be very different due to your starting position forcing you to adopt different measures or deploy in different ways. But what happens when you introduce air power and its ability to deliver damage within the first minute of the match, when your deployment is yet incomplete and your position on the map is fixed and known? Given the randomized way in which spawns work, it isn't uncommon to have very unbalanced lineups of ships, in this particular case, you can have a flank with very low AA values and not have enough time to redeploy and correct the unbalance before air power delivers punishing damage with very limited opposition.

Again we face a game design aspect working in direct contravention of another game design aspect. In this case, the ability to deliver damage within the first minutes of the match works against player's ability to reposition and correct a randomized spawn unbalance trap.

 

If the mountain will not come to the Prophet, then the Prophet must go to the mountain

 We understand Air Power is a reality into the game, we understand that by definition it operates under a different set of rules than Surface Power. Since adapting Air Power to the environment of Surface Warfare proves elusive, why then don't adapt the environment to the realities of Air Power?. The design of maps (when including Air Power) must drop the current focus on fixed positions and game modes that require the player to be in a determined place, map design should refocus on fluid movement and concentration of forces instead of zone control and balanced dispersion of forces. The game objective can no longer be a "fixed place"  since terrain is irrelevant to air movement. Under the rules of Air Power, freedom of manouvre is the key factor and can't be restricted or attached to terrain and victory conditions, so victory conditions should only be related to the elimination of the enemy forces. As a side effect, we would be playing ships in a way more related to actual "aero-naval" warfare.

In practical terms this could be translated to having specially designed "Open Water" maps for matches including CVs and removing them from Domination game mode. Also new game modes focused on elimination of the enemy (including VIP and points variants) could be created for these new maps. Yes it is a lot of work, but maybe it proves easier than solving the current issues.    

Edited by ArIskandir
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2 hours ago, ArIskandir said:

If the mountain will not come to the Prophet, then the Prophet must go to the mountain.

 

Is it okay if I just come to your post?

Bad knees and all that.

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10 minutes ago, Estimated_Prophet said:

Is it okay if I just come to your post?

Bad knees and all that.

Hahahaha. I think that's enough

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5 hours ago, ArIskandir said:

The way air power operates comes into direct contravention of a game mode that requires the player to "sit" in a cap for a period of time, or to "take cover" from incoming fire in a fixed position. Foxholes are turned into mouse traps. The biggest source of dissatisfaction comes from this incongruence in game mechanics where one aspect of the design points you to play the game in a certain way and then another aspect of the design punishes you for doing it. 

Feh...WoWs is made as a model of real naval combat, though it still uses arcade style.

5 hours ago, ArIskandir said:

Air power by its nature operates under different principles than the surface combatants, in essence it completely ignores any terrain consideration. What happens when you introduce in a carefully balanced environment an element that ignores and bypass the rules under which that environment operates?. Being your design focus to take control and hold  fixed positions on the map, now you have an element in the game that directly  operates against your design, by directly punishing any player trying to control and hold a strategic fixed position.

This is realistic.

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