- What makes for good vehicle gameplay?
= Many paths to and from bases, space accessible between obsticals, barriers to strafe around, clear open areas in specific points around the map, ability to shell a building from decent range
- Is having a silo accessable only by infantry OK? I dont mean something like Under where vehicles can't get there but still help defend it.
= That is still good, I think it would work well even though there's no case where it has been done yet.
- To what degree should base defences prevent infiltration?
= Not totally, there should always be at least one way to get around, even if its by an obsticle that still causes base defence to trigger when running to/from. But don't open every side up either, makes building kills too easy then. Find a good in-between
- Are airstrikes being unavaible at all something acceptable?
= It could be done with a mutator (perhaps even kismet from within the map, but not sure on that), I wouldn't go that far tho.
- What are some most frequent/important things to avoid when designing the layout?
= single way chokepoints, very large open areas, too many paths in/out bases, unequal harvester field distances (and hence dump times), an overly defended base or a base on high ground while the other isn't (unless theres a specific case for it and the other base has some other advantage), too many meshes/clutter on paths
Hope that helps some, thats just basics I look out for at least