Over the course of my gameplay in PvP I was somewhat frustrated by the seeming lack of strategy that went into raiding. All of the defenses have been standardized, as well as the attack strategies, and even the weapons of choice. The Dev team was speculating about ways to remove Long Rifles as the primary raiding weapon, but that was difficult as all of the defensive layouts would still be the same, thus creating a new standard, even if it wasn't ranged long rifles. I believe that creating different compound layouts for different players may help solve this problem.
First, no layout may be tailored to any specific weapon or strategy. The maps we have now are; they are just completely open, perfect for long rifles and their extended range either head-on, or around the corners with grenades. That's fine, until you have looted no uniques except assault rifles until level 40 (as I have). If these maps are to successfully dissuade weapon specialization, they must have different patterns of blind spots across each map. Not just cover, but things like walls or signs that completely block line of sight. To enhance this effect further, a random placement generator could be used (in moderation) to place some of these. Every compound could be slightly different that way, and require the raider to hit each compound with a different strategy and weapon loadout. This would also encourage defenders to set up their compounds more strategically, not just following a model. Assault rifles or lmgs might be better on one side of the defense, and long rifles on the other.
Second, each general map design should be examined for possible "wonder" defense capabilities. Similar to the "one-side wonder" defenses that exist now, if players are able to design a uniform, near-impenetrable defense you'll see the same problems occurring: the best weapons will ultimately win the game, even if it's not LRs. The "spawntrap" defenses that exist now cause the same problem, with the focus on damage/resistance as well as range. The line-of-sight obstructions should be engineered such that that capability does not exist. I suggest each map be play-tested by the dev team (or even some good players, Con already admitted that the devs aren't as good at raiding) in several ways to ensure that no such a possibility exists.
Third: Creating 10 or 15 similar general layouts would be fine, except if they all favor lmgs you may as well just nix all but one again. Some of them should be more open (like we have now), while others may be so tight as to even favor assault rifles or submachine guns! This way, no player can stock up on just one weapon type, and everyone will be forced to be more proficient at strategizing with all weapon types.
Lastly, this feature (if added) should be monitored for constant changes. If any new general strategies begin to form, the layouts could be changed every couple months (the RnG parts at the very least), or an alternate solution sought. This game is still on beta, and I'm sure we'd all like to see it improved before it becomes very hard to change!
Edited by Toshio_Ota LXS, 20 May 2015 - 10:08 PM.