[QUOTE=.Chris.;369498]No they are not and I’ve just explained why, they are two separate factors that need to be looked side by side to ensure that no one team has an unfair advantage, typically in the past public maps slightly favor the defense, that’s fine for a campaign mode, however in Brink the maps massively favor the defense, it’s no coincidence that the defense wins most of the time.
The distance it takes for a team to reach the objective is indeed the map layout it self, I don’t remember saying otherwise. Obviously a spawn point further away from the objective takes longer to travel, you use spawn times to balance this difference out.
After the start of the map and you’re at an objective and a player from each team dies at the same time, the question is who’s going to get back to the objective first and how much time will there be before the other one arrives. This is where travel distances and spawn times come into play for reasons I explained before.
A heavily defensed biased map will have the defense in the above situation constantly get back to the objective before the attack with oodles of time to prepare. A balanced map will make sure they arrive at similar times. An attack biased map will have the attack arrive there shortly before the defense (good for stopwatch matches).
I just explained why a balanced map doesn’t need to be symmetrical.[/QUOTE]
All true. We’re saying the same thing, I just believe during the process of map creation, the bulk of the work is spent in places other than spawn timers which is something that can be adjusted once its play tested and then further in the wild.
Brink is designed as a whole so that defensive reinforcements arrive quicker to take back the objective than Attacking team on all the maps.
Many factors determine how a map is designed and how it plays out, and one factor is weighed against the other while designing it. Defense has the advantage in Brink. Distance proximity of spawn to objective is only one reason.
The defending team has a fundamental advantage in Brink as currently designed irrespective of spawn timers or map design. Because the defending team is typically not a man short (offense must sacrifice a man to complete the objective) and can form a perimeter trench/wall in which the enemy team has no choice but to break through. Without a true handicap (like more attacking players than defending players) the defending team theoretically always has the advantage in Brink irrespective of the map design or spawn timers and is compounded if the offense should fail on their first attempt and are driven back to spawn. Hence why the maps play out the way they do.
On an Escort portion, unless the Escort moves entirely away from the Enemy spawn, at some point its gonna come in close proximity to the enemy spawn. Tweaking spawn timers is one way to try and balance out the edge that defense has. But there’s no scenario that is gonna balance out the advantage 100%. And, the wacky varying spawn timers at different objectives on continuous maps I am sure could frustrate the average gamer, like the 30 second wait as Resistance when the Security is fixing the crane on CC. I know why I have to wait that long but will the average player? I am sure its a slippery slope if you keep changing spawn times at each objective. That’s one area that needs mentioning.
The thread wants to know What were the reasoning of the maps. And that’s what we are discussing. The process is like years in the making.