Commanders and layered maps.
Crumbling Ego
Join Date: 2012-10-30 Member: 164692Members
Layered maps represent an exciting, if difficult possibility. Playing with the verticality would be extremely unique, but it presents a formidable challenge. I think that the solution lies in both layering the map itself, and giving the commander some extra tools.
<b>Layered maps</b>
A layered map would be built with verticality in mind. There would be floors above floors, with elevators and access points. The mapper would be able to mark areas based on their elevation and position into floors.
<b>Commander</b>
The Commander would be able to cycle through which of the floors they would view, with the minimap switching accordingly. The marine Commander would adapt to the role much better than the Khamm, on account of the latter's need to spread cysts, but this too could be solved by giving the gorge the ability to place an 'infestation node' which would be a kind of super cyst. They would be able to start a cyst chain from anywhere on the map. With some adjustment to the height limit of regular cysts, it could work.
<b>Layered maps</b>
A layered map would be built with verticality in mind. There would be floors above floors, with elevators and access points. The mapper would be able to mark areas based on their elevation and position into floors.
<b>Commander</b>
The Commander would be able to cycle through which of the floors they would view, with the minimap switching accordingly. The marine Commander would adapt to the role much better than the Khamm, on account of the latter's need to spread cysts, but this too could be solved by giving the gorge the ability to place an 'infestation node' which would be a kind of super cyst. They would be able to start a cyst chain from anywhere on the map. With some adjustment to the height limit of regular cysts, it could work.
Comments
It could always START as a custom game mode and then become official after it's sufficiently tested.
It's worth noting though that it's not just the commander that is disadvantaged by heavy vertical play. The map becomes very difficult to read properly with even one extra layer, you could separate the map to display all the layers horizontally, but that adds confusion and can become excessively large.
BTW, simpler solution to cysts for this mode (ie one with less impact on balance) would be to allow cysts to be placed up walls. Same radius rules, just cysting on a vertical plane instead of a horizontal one. Camera angles might need to be worked on though.