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Re: Maps in Flashback[message #320977] Mon, 27 May 2013 11:08 Go to previous messageGo to previous message
gdalf is currently offline gdalf

 
Messages:89
Registered:May 2013
I think we're more likely to agree if a sector is too small than if it's too large. In some of the JA2 sectors the minute you entered in could have a problem with rooftop snipers or something like that because it was crammed with buildings. Realistically there should be some minimum distance of approach for any sector, including urban ones. Especially urban ones in fact, given that snipers in tall apartments would be a real challenge that we never got a taste of in JA2. Larger sectors give more room for tactical variation if there's enough content in the middle.

A 'desert' sector which is large and realistic (where much of the action involves firefights against enemies several hundred meters away) might seem boring only if the tools you have for dealing with it are limited. Sand dunes, sniper rifles, mortars, binoculars/periscopes, weapons mounted on vehicles, etc would make a huge difference. But taking it on with just pistols and you basically have to run up to all the different enemies to kill them and that would be terrible.

As for the clearing-out-the-last-soldier problem, I wonder if this can be creatively addressed in some other manner? If you can't find them after a certain amount of time, let them escape (promote them to make them something you don't want to see in round 2) or become some kind of insurgent who wreaks havoc behind the lines?

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