Tunnels - Attributes thereof
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So, we're going to get tunnels. Yay!
And, we're going to get a preview on Friday or Saturday for Us on this side of the pond via Purrfectstorm/Luperza/Maggie and Jimmy Whis on Friday Night Ops - technical stuff permitting.
The question to you is, what are the attributes 'tunnels' should have to improve defensibility of bases and to improve the infantry fight.
My answer (and this mainly applies to the Amp Station):
Simply having a 'tunnel' won't cut it. There must be underground spaces, ie tunnels leading to 2-3 rooms that must be fought through.
It must not be completely linear but at the same time it must not be a spaggettii down there and it must have a structure that can be visualised by a normal human mind.
The exists from the underground are important for the defenders. Is the capture point going to remain where it is (on the Amp Station), if so it must not be campable by a vehicle. But, if infantry have the forces available to camp then so be it.
Similarly, the SCU cannot remain where it is, it should be placed into a harder to reach spot, ie underground and perhaps right by the spawn room.
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