I’ll be posting ideas for what I’d consider very minimalistic physical map changes here (based on all iterations of maps thus far). I also think that integrating a system of archetype specific side objs into the maps would obv be attractive to the old fan base, but most of all would allow for a greater feeling of dynamic merc strategy and map flow. Also I strongly believe that we need to integrate forward spawns for both A and D. Dome is an example of a map I think has the most potential in terms of layout, but falls flat since there’s absolutely no relationship between the map and any other part of the meta. People need to feel motivated to select their mercs beyond fragging capability/style.
Dual forward spawns would be the best means to propagate less repetitive experiences. With dual spawns you create 2 highly valuable points of interest, with the biggest impact on momentum (side objs dictating map flow). Team forwards should be personally biased, but opportunity to capture an enemy forward should be very possible and help motivate forward momentum. The actual spawn point when captured should be a separate location from the cap point and reward/punishment for controlling these points should be significant.
The side obj system would integrate archetype specific side objs which dictated map flow. A build obj would open a new route until destroyed. A hack door would open a new route for a temporary time (to any player regardless of who hacked it). An ammo/hp dump would supply either limited hp or ammo depending on which support type activated it. This type of system reinforces the highlander mentality as mercs would have greater strategical value and a direct relationship with the map. These would not be completely necessary to win, however they would allow for more strategical options if needed.
Agnostic objs: forward spawns/main objs/elevators/etc.
Side objs: Build Destroy (eng=diffuse, assault=plant), Door Hack (recon=hack), ammo/hp dump (fops=ammo, medic=health)









