Hi folks,
I am a bit disappointed that Fulda and Maginot Line are not in rotation anymore [apparently they are, but I have not seen them at all in the past few months]. I really enjoy these maps, the ability to have fights at extended range is incredibly engaging, and rewards patient play and maneuver. On the other hand, I am quite frustrated that so many maps are built around short-range knife fights - such as Frozen Pass, Finland, Golden Quarry, and Middle East.
I hear that many people dislike the amount of camping, and particularly spawn-camping in it - but this is true of any of War Thunder’s maps. There’s often an issue of players being able to go too wide, and not make contact for ten minutes. What do you think the problem with Fulda and Maginot Line are - and how can they be fixed?

Maybe the solution is more island based maps? Physically confine the playing area to prevent players from going to wide, but also not artificially constrain them through kill-barriers. Take the Island of Wang’an for example - it has enough width to make maneuvering viable, while also preventing the player from going without contact for 10 minutes because their gamble to “go around” didn’t pay off as no one was there. It also has the range, and varied terrain to facilitate mixed playstyles. Similar to Vietnam Hills but without the grueling transit times due to terrain.
I’m a huge fan of being able to play wide, protect the flank, and break contact with the enemy. It adds another dimension of object permanence, patience, and planning to the game. How do we introduce interesting range maps, without creating spawn-camping problems - or leaning on strange and unnatural landscape features (looking at you Red Desert pillars).
Let me know what you think.
Thanks,
Hydroxideblue