Caydr wrote:
Another example is artillery - why even bother trying to design a map for good gameplay if every single location on it is open to being basically removed from the game? Like, we all hate maps with a single chokepoint. Chokepoints in general can be very detrimental to gameplay if not used in a smart way. There should always be at least 2, preferably more like 6 ways to enter the choked area. If even one of those ways is removed from the game by artillery, the map isn't being played the way it was designed to be.
I completely agree with some of this, the dragons teeth for example, but I still think that units such as heavy mines and tremors (pretty big stuff) should cause ground deformation- a couple of points.
-As far as mapping goes, a mapper can increase the hardness of a map if he wishes to completely prevent blocking off chokepoints- on the other hand, by removing almost all ground deforming weapons, you are preventing mappers from making maps that use that as an integral part of the map, since a mapper can decrease hardness but it wont effect weapons that leave no craters period. (I.E. no sandy beaches that crater at the drop of a hat)
- I have never been in a game where any player actually had the time to lay down rows and rows of heavy mines to make any meaningful change in the map terrain
-I'm pretty sure in most cases it would be a huge waste of micro, time, energy and metal, in a game where you are often constantly microing anyways- defensive is never a good way to play any game
-Even if someone did block off a chokepoint by blowing a huge trench into the ground, there are plenty of units in aa that let you get around deformation- all terrain spiders, crawling bombs, air transports, etc
-Terrain deformation does add an interesting element to gameplay on many maps, and just makes battles look more dramatic- not to mention as long as it takes some effort to deform terrain I think that it is not very gameplay breaking
-It gives a purpose to the restore command, (although it's too bad that restore works so slowly)
not that it matters too much either way, as i've never seen a player trying to abuse ground deformation, (except for dragons teeth etc.) but I think it's pretty cool the way it is, for the most part.