I've been away for a year.
Terrain Control has made Thunder Rift map much more interesting but for the other maps like Sandblasted and especially Marshes... they are kind of "humho". I miss the Armageddon on the battlefield. Now the game is an individual mech or mechs scrapping over repair bays?
I like all of the other game changes such as: air-to-air being viable; air superiority being toned down; the new tanks, mechs and the pricing changes; credit transfers being limited; the BA HUD; the individual solaris arena.
Just for future reference, if there's something about a game mode that you don't like, please post constructively.
It would be great to hear why in particular it's boring and what could be done to enhance the gameplay experience of that particular game mode. Without this information, there's nothing we can do to further improve these game modes. Critical information to its gameplay, whether it's the maps you're playing it on, aspects of the gameplay itself or what have you.
The point is, we take all constructive feedback into consideration, when you give none, then the opinion irrelevant when not backed with qualitative data.
As a chess analogy, relative to Team Solaris Arena (TSA), the capture-recapture repetition in Terrain Control (TC), is like taking the scope of chess and reducing it to repetitive knight manouvres between two fixed points, for both opponents.
I really like Kagoshima which, as far as I know, was designed with TC in mind. I think that the problem stems from trying to squeeze the concept of terrain control into existing maps such as Mirage ( which has too many mini-bases for such a small map ) or Sandblasted ( which is just a simplistic besieging of a cave. The three bases seem too close together, especially when you factor in air support ).
I think that the reason why Thunder rift Terrain Control works well ( and IMHO, better as a TC map than a Solaris Arena map ) is because in the TC map, both sides are trying to push over one another for a specific base on the centre line ( the initial bases tend to stay capped because they are so close to the home base and once that centre line is pushed the game is essentially over ) . The Solaris Arena version of the new Thunder Rift is a bit of a labyrinth, especially if you go passive radar.
The original MMOFPS named "Planetside" became uninteresting because after you master the mechanics of all of the game assets, the game just consisted of capture-recapture repetitions; perpetual warfare, with no finite end and the only real goal, to eventually save up for your own Battlemech. MWLL does have the ticket-time limit mechanic. ( thankfully ).
http://en.wikipedia.org/wiki/PlanetSide#Server_mergersWhen I think of "Terrain Control" as applied to MWLL, with reference to Mechwarrior 2 ( and limited table top experience ), I basically think of TSA but in terms of multi-planet domination but that scope and vision might be too big for MWLL. I don't know at what point the MWLL devs will consider the MWLL "finished", what the Systems Analysis and Design scope and timeline looks like.
As a side tangent, what happened to the Sanyoshi guy? He used to be MWLL's dev map maker?