Hi Nick
"The guiding principle, is to design fields that challenge the teams mentally and create aggressive, watchable games."
I could not agree more, it is just what we want, the thing is that we disagree on what makes aggressive field.
"Your feedback on the Maxs fields kind of puzzled me.... you want fields that award movement... but think there are too many bunkers on the fields and want more laydowns.
Personally I think those wants are contradictory"
I understand why that can seem contradictory, I will try to explain from our point of view and I saw other with the same ideas have posted also:
When we try to move we would like to do that with a certain degree of security, you check of one or two bunkers or shoot at them/push them in and move, you can get help from a team-mate to push them in and make a move, or a combo of both.
All this is a lot harder when the opposition can be at 6 different bunkers instead of 3.
On laydowns; it is a lot easier to make a gutsy move into a bunker when you can slide into the bunker on you stomach instead of doing a baseball slide and stop.
"Would you like to try and do some designs and submit them to the committee, so that we can get a clearer idea where you are coming from?"
I woul love to that, but for now, look at the chronic field in Max, killer 50 both sides, a big middle bunker so shooting of the break is not a gamble, but not so big that you can stand behind it for "ever".
The middle bunker was big enough to play but not "the best" so that a run through to clear the middle was not necessary.
We managed to do good on gameplans in Max and shot people of every break so that is not the problem, I think cluttered fields will put less emphasis on skills more on "gung-ho" factor.
Looking forward to seeing the DMA fields