Just to provide a bit of context here… God domes are incredibly hard to ever completely stop just because of the maths of it all.
Take this image for example, it shows a hypothetical dome in top down and side on view;
All fine, right? there’s a loop in the dome around the L shaped outcrop, wonderful for the monster. Now let’s do nothing more than move the dome.
Now it’s a really bad God Dome, the monster trapped on one side of what would have been a loop, with the hunters able to fire in from the sides while the monster can do nothing but wait the dome timer out.
So, this is just a case of “poor map design” in certain areas, right? Wrong, IMO.
What can you do as a map designer (short of ensure that no blocking wall is taller than the monster, thus eliminating all cover from the game but ensuring that nothing can ever be trapped)? Maybe make the wall shorter?
Still a God Dome of sorts, though one where hunters can unfairly mitigate rather than one where the monster is trapped. So maybe it’s a case of making the wall longer?
Well… you can trap a monster, and unless you have a cabot it’s basically just a stand off. But… what if this new geometry just saw the dome move again?
Ah, yeah, God Dome again. Damn.
The reality is that map design won’t stop God Domes, not without walls that never exist as being taller or wider than your monsters, or are by contrast always as tall as the dome could possibly be and wider than the dome could possibly be so that at the very least if a monster gets “trapped” it means the hunters are either trapped in with them or trapped on the other side of the wall. In either case this makes for very strict and ultimately unrealistic map design.
Edit: You can, in theory, do things like make a relay completely clear of obstacles so that there is zero chance of God Domes, but then there’s no cover for either side to use in a fight, especially hard on the monster who may be trying to force the monsters to get close by attacking the relay. Look at Aviary for an example here of a fairly “un-God-domable” relay that’s a pain for the monster to fight at. However I’d also suggest that actually if the hunters could bait the monster off to the side of the relay enough that there is likely to be an exploitable position not far from the relay area that they could God Dome a monster in to. I don’t know for sure, but I just really wouldn’t be surprised
So… if TRS are going to do anything about God Domes, and I’m really not sold on the notion that it would be a fruitful use of the resources for the department(s) that would need to tackle it, then it’d be a case of making it so that domes weren’t always a sphere, that there was a proximity detection run around it’s entire surface to “collapse” areas of the dome where there would be the creation of pockets that a stage 3 monster would be unable to enter or exit from.
But, and this is the massive bit, it’s SO not as simple as that when it comes to the coding, the mechanics, the VFX… the idea that it’s even possible on the budget TRS would have to put time to it is, most likely, completely unrealistic an expectation.
So… long story short… map design won’t solve it, only complicated maths will, and I don’t know that for the times it happens, as frustrating as those times are, that it’s a realistic prospect for us to hope for.