I thought that I might as well throw around a few ideas. Maybe someone will listen. Comments/Ideas are welcome.
The map is always exactly the same. After a few plays you know where all the good sniping spots are. you’ll even know which direction the enemy is going to come from and where his first few steps are likely to be as he is always coming from the same spawn. you know exactly where all the high traffic areas are and can therefore throw your grenades, plant satchels/mines, call airstrikes on spots the enemy is likely to be. You know exactly where the health and ammo cabinets are.
You learn things such as: Around “blind corner A” you can always take advantage of partial cover from enemy fire at “point B” while you advance to “point C”. You learn that if you first jump up onto “point D” a second jump will allow you to reach a second level, “point E”, that would otherwise be unreachable.
The sad thing is that some silly people actually try to pass this off as skill and strategy. The real name for this sort of thing is brute force memorization. It’s the sort of thing that always works as long as you don’t mind taking advantage of the game’s flaw. As far as I know all multiplayer shooters have this flaw. The flaw is that the map never changes at all. As long as the map never changes, no one can truly claim the ability of skill. It becomes a battle of who can pick the best spots to fight from based on previous experience.
I think the maps should change in subtle ways every time the server starts it. Why can’t the health and ammo crates be in a different place every time the map loads? It doesn’t have to move far. If the 2nd pair of health and ammo crates in Gold Rush were moved ten feet from where they were, but still in the same area, the gameplay would be different.
There should be a way to create brushes that didn’t necessarily load whenever the map loaded. They should be numerous enough and varied enough to change the mechanics of the map in an unpredictable manner. This is so that a joining player would know the general layout of the battlefield (as any good soldier should know), but he should never know intimate details of the battlefield when it is clear that (since he’s behind enemy territory) he really should not know. On the other hand the brushes should be small enough so that a joining player doesn’t have to download more than 500 KB of these “temporary” brushes every time he connects.
A better idea would be to include all possible variations to all of the maps in some master catalog of brushes that’s included when you purchase the game. When a player tries to connect, the server gives the client a code that tells the game to load certain temporary brushes off of the CD.
The objectives don’t even have to stay the same. Create a map with five objectives A, B, C, D, and E. The first time the server loads it, the victory conditions could be to complete objectives B, D, and E. The second time the server loads it, the victory conditions could be to complete A, C, and E. The downside, however, is that ppl would have to actually look to see what the objectives really are. But then again, is that really a bad thing?
Your thoughts?
