Original Post — Direct link
over 4 years ago - /u/Wrel - Direct link

You may have missed when I mentioned this, as it was a long stream. But the intent of the stream was not to create new bases, or alter them drastically. We were targeting flow issues and cleanup, and the community was chiming in for fun. As /u/Vindicore stated, there are specific guidelines you typically want to adhere to. The example of Jaegar's Fist is that the spawn rooms are in a bad location, and needed to be moved to the other side of the base. We'll have more time for experimentation in future updates, right now we're focused on making the Esamir lattice better, and correcting some egregious design flaws with the existing bases.

over 4 years ago - /u/Wrel - Direct link

Originally posted by Vindicore

Out of interest did I miss any major ones in my list?

similar time to point from spawns for attackers and defenders (old towers fail this with A point in the tower)

infantry cover from aircraft/vehicle spam around point

hard to camp spawn rooms

vehicle terminal able to be destroyed by attackers to prevent defenders pulling vehicles (old Biolabs fail where defenders could pull a vehicle and knock out Sunderers at the base of the energy lifts)

attackers should not have to turn their backs to the spawn room to move to the capture point (Tech Plants still fail this)

I'd say you hit most the overarching beats.

In addition to your last note, you should try to keep spawn rooms off the lattice attack lines altogether so that players who don't know any better don't park Sunderers right next to spawn rooms, and that getting to the Sundy spots feels natural when rolling up to a base. An example of this done wrong is a base like Jaegar's Fist, where the position of the spawn rooms forces attackers to go all the way around to the back of the base to find the "good" Sundy locations.

Another one for sub-objectives would be that they should be more easily accessible to attackers than defenders, but still able to be defended. Most bases do this well enough, but you've got some bad examples, like the Amp Stations that have the generators right outside of the main, shielded hangar bay. They should be moved a bit further from the defenders... and not be in front of an invulnerable wall you can play peek-a-boo from.

Last one would be to scale cover and base size on expected population. Worst example of this was TI Alloys, where it's a relatively small base with dense cover, which would be fine for a base that's expected to be flowed through by a smaller group of players, but since it's in the center of the map, you've got a lot of contention there most of the time. When population scales up, the value of cover and choke points increases dramatically, resulting in a lot of that stagnation you see on Live. Another example of this is Ikanam Biolab, which was built for large scale fights, but rarely gets play because of where it's located on the map. That base would do better if it was in a more conflicted area.