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Re: Maps in Flashback[message #320932] Sun, 26 May 2013 21:08 Go to previous messageGo to previous message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Maybe I have a wrong idea about what is meant here with small sectors, I hope I do, but the sectors in Frontline tactics or the diorama shot are really very small to me. Think that around villages or camps there should be enough space to manoeuvre in most cases and that's not what I saw there. Indeed, like Grim says, if in a small sector you meet an enemy patrol which isn't lying in ambush, you still want to be able to move around it... Avoiding tactics are very important tactics, hit and run also... Against oversized & overpowered enemies you want some breathing space and not end up in the middle of them immediately. You want to choose which side to attack from, choose your ground if possible, do some planning...

Personally I don't mind big sectors at all, what a weird idea that they would be boring. You can use scouts, binoculars, vehicles maybe, snipers, heavy weapons, explosives... Preparing an attack is a big part of the fun, the distance and advantages of several gun types also. So, they are not boring, on the contrary. Okay, maybe to test a game that you know inside out it is boring as it takes a bit longer, I can imagine that. To find a last enemy can be a drag too, but there are other solutions for that as shown e.g. in Ja2 v.1.13 & AIMNAS. Anyway, I don't need to find every item in the sector either, that adds to replayability. I like it that you have to travel a long time sometimes... Jungles should be huge, even if there is nothing there to find or to meet. Even more exciting if you meet enemies there. Does anyone think it boring in JA2 AIMNAS? Don't think so... AIMNAS is very popular as far as I can tell and not for the least because of the big maps. I like the freedom of movement too.. Some mountain ridges, bridges, lakes, deserts, etc. are not only nice to look at, but they can give strategical advantage or disadvantage in a big map. A player also wants disadvantages to make something interesting but his approach should not be limited by the size of a sector in my opinion as it is a very unrealistic limitation. Maybe a stupid argument for a computer game, but in my eyes I rather think that is something cheap and not a map in which you can't find anything but some rocks and a casual tree.

I agree that you can have small maps like at the edges of the island or near inaccessable mountain ridges, in mining shafts, undergrounds, tunnels, caves, small islands themselves,... Even for an introductory mission. Otherwise I definitely prefer big maps so that you can decide which side you want to attack from. To surround a base or outflank enemy patrols and open fire from different corners to confuse, divert, and split troops.
Territory alone is enough sometimes for a map, it shouldn't be stocked with stuff either, it can be empty apart from nature textures at times, that's not cheap. It makes for advantages and disadvantages like in real life... The one who choses his ground well first gets the advantage.

You can have spies in remote sectors to see enemies approaching or passing by in order to have enough time to prepare your men and base. You can use binoculars and snipers in big maps, but what is that expensive sniper rifle good for if you can't make use of its extra range? Indeed, nothing... On the contrary, it's not only a disadvantage against assault rifles and smgs in a small thight-packed jungle sector with a toilet only Razz, but also in a small desert sector it would be reduced to "almost worthless". Big warehouses or appartment buildings are like 'small sectors' in big maps also.

Lastly, I'll give some nice example of hit & run advantage... Don't need Geronimo for that, maybe somebody remembers the story of the Horatii & Curatii.
Quote:
According to Livy, the Horatii were male triplets from Rome. During a war between Rome and Alba Longa during the reign of Tullus Hostilius (approx. 672-642 B.C.), it was agreed that settlement of the war would depend on the outcome of a battle between the Horatii and the Curiatii. The Curiatii were male triplets from Alba Longa and of the same age as the Horatii.

In the battle, the three Curiatii were wounded [in various degrees], but two of the Horatii were killed. The last of the Horatii, Publius, turned as if to flee. The Curiatii chased him but, as a result of their wounds, became separated. This enabled Publius to slay them one by one.

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