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The Maps... Oh the Humanity! Part 2: Navigation Sensation

Maps Gameplay Content Diversity

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NovaTempest #1 Posted 18 September 2019 - 07:24 PM

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This is part 2 to the post here regarding World of Warplane's map problem, in an effort to help kill the repetitive nature of the maps and to give players some new flavors of strategy and engagement to mess with. This part will focus on replenishing the map count and diversify said map lineup simultaneously.

 

Lets dive right into it. We will start with Five potential new types of sectors that could be implemented into the game as a means of broadening the various strategies players can use to vie for victory in the skies! (See spoiler below)

 

Spoiler

 

With these new sector types, the following maps could be created (See spoiler below, Names are just placeholders. Of course not all are perfect, but ideas.):

 

Spoiler

 

I may likely expand on this with some other stuff later, but for now this is the scope of the potential solution to the stale map problem.



losttwo #2 Posted 18 September 2019 - 08:47 PM

    which way do we go?

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:great:

Deciballistic #3 Posted 18 September 2019 - 10:03 PM

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I am not a fan of the sectors as they are currently implemented due to the fact that killing planes outside those sectors is not beneficial sometimes and I think all kills should count the same.  I understand that sectors are part of the game and I am living with it, I just would ask that WG make the sectors border each other somehow so that all plane kills matter...lol "plane kills matter"

 

I do like the OP's suggestions even though I don't necessarily like sectors as they are currently implemented.  I would like to see each half of the map filled with sectors that border each other and at the start of the match, each team owns all the sectors on their half.  Points would be scored not by how many sectors you owned, but by the difference between the two teams, example:  one team that takes one of the enemy sectors would give them one more sector than the enemy and they would start getting points.



Captain_Underpants53 #4 Posted 18 September 2019 - 10:57 PM

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View PostDeciballistic, on 18 September 2019 - 05:03 PM, said:

I am not a fan of the sectors as they are currently implemented due to the fact that killing planes outside those sectors is not beneficial sometimes and I think all kills should count the same.  I understand that sectors are part of the game and I am living with it, I just would ask that WG make the sectors border each other somehow so that all plane kills matter...lol "plane kills matter"

 

I do like the OP's suggestions even though I don't necessarily like sectors as they are currently implemented.  I would like to see each half of the map filled with sectors that border each other and at the start of the match, each team owns all the sectors on their half.  Points would be scored not by how many sectors you owned, but by the difference between the two teams, example:  one team that takes one of the enemy sectors would give them one more sector than the enemy and they would start getting points.


Attrition was like that.


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losttwo #5 Posted 19 September 2019 - 09:14 AM

    which way do we go?

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I have never seen a game where the winner gets the shaft

pyantoryng #6 Posted 19 September 2019 - 11:12 AM

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View Postlosttwo, on 19 September 2019 - 04:14 PM, said:

I have never seen a game where the winner gets the shaft

 

Only in Wargaming...matches that end way too fast mean that everyone get less pay (especially Ships, where you pay the full service cost every time whether you're sunk or return unscathed).



WoWP makes a great jousting game...especially with the 262 and people busy in furballs...
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wylleEcoyote #7 Posted 19 September 2019 - 03:09 PM

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View Postlosttwo, on 19 September 2019 - 04:14 AM, said:

I have never seen a game where the winner gets the shaft


:trollface: Rule 34 :ohmy:

 You could get out more.  :sceptic:

 


Edited by wylleEcoyote, 19 September 2019 - 03:13 PM.

Fair warning. My success rate at speculative guesswork is much like my WinRate. Hit or Miss.
Usually I start on the right track and then a make a weird left turn and get lost in the weeds ... 
And yet it doesn't stop me from speculation.

Specialist Planes I have from : Japan, USA, UK, Germany, USSR, Europe
Light Fighters:   XP-31, Model 81A-1, P-40, P-51A, P-39N-1, XF15C, DH.100 F1, Fw 56, He 112, Bf 109 B / E / E-3, Me209v4, Me209 A, I-17
Multi-Roles: Type 91, F11C-2, F4F, P-47B, Fw 190 A-1 / A-5 / D, I- 5 / 15 / 16(e)(l)

Heavy Fighters: P-38 F/J,  XP-58, Beaufighter,  Bf 110 C-6, Me 410, Do 335 A-1, Me 262, Tu-1, SE 100,

Attack Aircraft: Hs 123, Ha 137, Hs 129 A, Ju 87 G, Me 265, Me 1099 B-2
Bombers: Do 17 Z, He 111 H2, Pe-2, Do 217 M
 


wylleEcoyote #8 Posted 19 September 2019 - 06:30 PM

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So the forward HQ and Naval Base; in addition to existing as a static zone to capture, would create a mobile set of targets (equivalent to command center bomber flights) that players (GAA MR in particular) can attack and damage?

If nothing else this could turn the often seen Archipelago map variant with (one CC vs one garrison+forward airfield) into an environment more akin to the Guadalcanal campaign.

Making this work would make for interesting variants of Bomber Escort Mode akin to amphibious landings like Overlord or Torch.
 
Spoiler

On a completely different note. As an enthusiast of flying planes with ordinance in the game i do like the idea of a supply depot.
But i am uncertain an attack plane with a reload time shorter than its travel between caps time would even bother to go in that direction of the map.
Or for that matter anyone else flying "slick"
I
A  solution could be to have the repair facility of an airfield also enhance ones ordinance reload. (with the extra ker-splode-able bits in a separate section of the base!)
Adding these explosive bits would mean that there are now enough ground targets on an airfield for an Attacker or Bomber to flip the cap without shooting at a plane.
So its definitely the prime sort of real estate everyone has (different) reasons to want to be at.

Normally such a location is so full of light fighters trying to have the means of repairing their fragile little selves that going there in anything not a fighter is a good way to get killed.

The only time you see anything else there is when the zone is under friendly control and they are using the respawn point because it is (much) closer to where they want to go than the spawn point.
Otherwise anything not a light fighter leaves that center location and plays chasey-chasey catchy-catchy with the other cap zones.

However ... fussing with reload times of ordinance would drastically alter the balance of the planes that carry it.
   Enough so that sufficiently fast planes lacking agility to just dogfight for cap points while waiting for ordinance reload times upwards of 90 seconds (Heavies in general and certain MR's like P-47's and Fw 190's maybe even certain bombers) could be tempted to make that 'slow+low altitude' run through a 'potential' light fighter hell for a 'certain' fresh ordinance reload and repair.
It would be very much a high risk/high reward scenario if the supply zone is contested. Even slick fighters can like this development.
because this means that certain planes that have the speed to avoid them are forced to engage them in airspace of the light fighter's choosing.

Edge case scenarios that come to mind are the rockets on a P-38 F. Or the bombs on a Do335
Spoiler

The only planes not effected positively are planes with sub 60 second reload times. (British MR, all GAA, and the bulk of bombers.


 

Fair warning. My success rate at speculative guesswork is much like my WinRate. Hit or Miss.
Usually I start on the right track and then a make a weird left turn and get lost in the weeds ... 
And yet it doesn't stop me from speculation.

Specialist Planes I have from : Japan, USA, UK, Germany, USSR, Europe
Light Fighters:   XP-31, Model 81A-1, P-40, P-51A, P-39N-1, XF15C, DH.100 F1, Fw 56, He 112, Bf 109 B / E / E-3, Me209v4, Me209 A, I-17
Multi-Roles: Type 91, F11C-2, F4F, P-47B, Fw 190 A-1 / A-5 / D, I- 5 / 15 / 16(e)(l)

Heavy Fighters: P-38 F/J,  XP-58, Beaufighter,  Bf 110 C-6, Me 410, Do 335 A-1, Me 262, Tu-1, SE 100,

Attack Aircraft: Hs 123, Ha 137, Hs 129 A, Ju 87 G, Me 265, Me 1099 B-2
Bombers: Do 17 Z, He 111 H2, Pe-2, Do 217 M
 






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