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blggles

Farming Villages

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Farming Villages

There are basically two types of Choke Points currently in game - towns and big cities. While that is not much in the way of variety, in a continuous game world such as ww2ol, where new territory must be smoothly loaded on the fly, and in planes traveling hundreds of mph no less, obviously there are limits to how much novelty the map can offer. That does not mean, however, that the terrain object variety already to be found may not be creatively maximized. I think that if the farm buildings, and the longer grass and corn fields, were greatly emphasized, and the normal terrain elements deemphasized, a novel environment, with a very different feel, and presenting new sorts of challenges, might be created, adding some variety - aka spice - and appeal to the game.

Consider:

Pick a European village in a farming area.

Put it on the map without a concrete footprint like Etten Leur:

5D1yFQQ.png

Minimize that to an even smaller group of buildings around a central square, very barebones.

Do not add all the tree lines, berms and bushlines that match the terrain tiles, rather replace them with fields of grass and crops as much as framerates will stand.

Now intersperse with farm buildings, ruins, and very judiciously spaced and placed copses and tree lines (few if any berms). Use the terrain flora to creatively flesh out the copses and treelines making them more dense.

Add an orchard or two.

Then place the supply depots well out from the town so one must wade through a sea of grass to attack from one point to the next. As with Etten Leur, such a town might preferably be on a single road rather than a crossroads, making the battlefield very lengthy and less clustered.

Now you have a broad flat expanse of farm land, with long range engagement distances, but substantial cover (or at least concealment) for infantry, that presents a battlefield challenge quite different from the usual.  One that might necessitate a bit more teamwork (and perhaps a lot of smoke). The novelty of a farm, field and crop heavy, rather than city, treeline, berm environment might be well appreciated by the playerbase. It'd be one way to maximize variety, while working within WW2ol's limitations.

Although infantry players might quail at what could be perceived as too open an environment, the concealment offered to foot soldiers by the new high grass and crops, as well as the abundance of smoke throwing equipment, is what makes this a plausible battlefield; it would hopefully not be a mere killing field for infantry. And even should it prove to be, its only one town. With the new terrain elements, it would be very interesting to see how it plays. And, of course, tankers need love too. :)

You might also want to use my supremely clever idea of an open flag (a flag on an open platform) for the city flag (placed right in the middle of the town square) which effectively creates ZOC gameplay. Combine a very open battlefield with an open city flag, and you need to truly exercise dominance over the surroundings in order to complete the capture.

Edited by blggles

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I like it as an idea, how much work is involved to make it work, I'm not sure.

Variety like this would be good though.

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Great idea, suggested many times in the past.

What's shown in the example above is probably too extensive. It's big enough to be called a village...maybe the upper limit is two farms opposing each other along the country road, or a small mine, slaughterhouse, sawmill or some other conflict point.

Per the existing game map-logic, villages and towns get nodes in the strat mesh, CRS has said in the past that inserting new nodes into the existing part of the strat mesh is too difficult. Such a conflict point still would be something to be fought over, providing defensive cover and concealment, but not actually significant to supply and spawning.

A further complication is that such conflict-point locations would have to be sufficient clear of the fixed FB locations, which are built into the terrain tileset. 

Fully customized map work is hugely time consuming. Possibly both that concern and the FB-location-coordination issue could be addressed together by working out in the tileset in advance the potential locations for such conflict points. Each conflict point location then could be individually crafted, but following one of several footprint-templates.

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^^^ Might be a logical sort of conflict-point to be found between towns with no FBs.

I guess the terrain guys would have to be consulted to see whether it is feasible for new towns when extending the map. 

Beware though, they might be like the engineers in the movie "Alien" - leveraging their esoteric, but critical, knowledge for more shares.

 

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11 minutes ago, blggles said:

Beware though, they might be like the engineers in the movie "Alien" - leveraging their esoteric, but critical, knowledge for more shares.

Or in a slightly different sense, De Niro as Tuttle in "Brazil".

But back to the point:

Quote

I guess the terrain guys would have to be consulted to see whether it is feasible for new towns when extending the map. 

Everything about a conflict point addition process would have to be planned and implemented by the terrain guys.

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