maniacalpha1-1
Diamond Member
But you don't have to increase the map size to do hubs. Compress the base density on certain portions of the map, remove bases in other parts, and spread out the rest. You will get hubs just by spacing this way. But if you don't prune some of the existing links, you still won't get field battles. Armies will race for the nearest entry base to the hub and then fight within the hub itself.
Increasing the map size brings other problems. When you are not in a fight, the travel time on foot and vehicle is already very long. You would now spend double or more the time in walking, driving, etc. and then still spend 5 minutes capping a base with only 5 defenders. The tedium and time waste would increase absolutely but the chance of field battles would not increase that much.
The hub system would prevent this because you only travel between hubs when that hub link is opened by majority control of the hub. Either way, you spend most of your time within a hub, close intense Stalingrad-type infantry combat or between hubs in massive sweeping Kursk tank-battle maneuvers. There will always be a lot of interest in controlling a hub either to attack a different hub or to defend this hub. Travel time without combat is minimized. Combat time is maximized.
On map size, sure, the time between bases would be doubled or so, but unless you get intercepted in transit, you'd get your sunderers set up and the battle begins. And if you do get intercepted midway, then the battle has already begun, so it wouldn't be that bad.
Also, I've always wanted there to be some kind of deployable forward bases that can actually spawn light tanks...imagine if there were 4 km between bases but you can park 5 sunderers together and when linked they have a dome shield and can spawn lightnings and below-grade vehicles.
To an extent though you could accomplish something similar by just removing some bases rather than increasing continent size.
Now, I'm not exactly sure on the precise details of your hub idea, but knowing SOE, whatever you have in mind they would make it just like outposts are now, shielded spawn rooms that get surrounded by zergs just like they do now. You might have some specifics in mind that would help but SOE just won't let go of certain design decisions.
I think the Skyguard, a otherwise good counter in theory, is too weak in its role. Its shots should only burst if they are going to miss the target, and do extra damage if the shots directly hit. I don't know how the current shots work but they seem to burst in all cases.
Buff the Skyguard in direct damage, reduce splash damage or increase ESF armor against Skyguard, and you reduce the Lib's supposed dominance, though as I said before, air is pretty much useless anyway. Fixing air is a fool's task if the ground game does not require air in any significant way besides galaxy transports.
I would like to see the skyguard have an optional ammo choice that fires ballistic, non-flak rounds that have a higher muzzle velocity and do more damage. At longer ranges it will probably be harder to hit an ESF with those since ESFs are smaller and the ballistic roundswon't burst, but a bigger target like a Galaxy or liberator could still be hit at longer ranges.