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Lurker
18 Dec 05, 12:35
To all of you designers out there: how do you determine map size when designing attack / defend scenarios? It seems that a smaller map favors the defender as it concentrates and limits the attacking forces options, while a very large map gives the attacker easy opportunity to isolate and roll-up defense areas. How do you determine the optimum size to keep things well balanced?

I rarely play anything but MEs, but if I wanted to do an attack/defend QB I would probably be lost in that regard.

Mad Russian
18 Dec 05, 16:18
To all of you designers out there: how do you determine map size when designing attack / defend scenarios? It seems that a smaller map favors the defender as it concentrates and limits the attacking forces options, while a very large map gives the attacker easy opportunity to isolate and roll-up defense areas. How do you determine the optimum size to keep things well balanced?

I rarely play anything but MEs, but if I wanted to do an attack/defend QB I would probably be lost in that regard.



I only do scenarios and I set the size of the map to what the playtesting shows me. They are all different depending on force size.

Good Hunting.

MR

British Tommy
19 Dec 05, 19:11
I can only back up Mad Russian's comments. It's only through constant play testing that you decide what works and what to throw out.
And besides, just playing ME's must be quite boring! :bored:

GJK
21 Dec 05, 00:49
I concur with BT's and MR's comments below, but I will add:

[font=Georgia][size=2] It seems that a smaller map favors the defender as it concentrates and limits the attacking forces options,

A small could also favor the attacker - who can concentrate (what is usually) his superior firepower/forces against the defender who has no where to run, and:

while a very large map gives the attacker easy opportunity to isolate and roll-up defense areas.

A large map can also favor the defender since the attacker has more ground to cover, usually has the objectives spread out to distant locations and where a lone MG can pin down an advancing attacker long enough to prevent him from reaching an objective area in time to coordinate his attack and take it.