Anti spawnraping measure!

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Topf
Posts: 320
Joined: 2005-10-29 01:39

Anti spawnraping measure!

Post by Topf »

Well here an idea:
As you have proven in the extraction mode, it is possible to create special zones, where only one faction is damaged while the other one is not affected at all.
Would it be possible to get those zones dynamic?
So if you proceed to a flag far away from the flag AAS tells you to capture you are damaged?
And if a flag is captured, the "kill zone" moves on to another flag?

I would LOVE you for such a feature!
http://www.k-clan.org

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

not possibal to make them dynamic.
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Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Until the USMC, MEC, PLA and UK armies create an invisible system that injures enemies entering friendly territory (but not territory near the frontline mind you), this is unrealistic. For most maps, this would be conflicting anyway, not all flags are capped in order. And besides, most spawnrape cases are from an idiot spawning at the frontline flag and getting shot by attackers.

Spawnrape is something that happens. Personally I find all deaths annoying, but I'm not coming up with great ideas to make the whole army invincible. If you don't want to die, don't play. We all get screwed sometimes, you have to get used to it.
Eden
Posts: 805
Joined: 2005-12-06 14:43

Post by Eden »

Maps just need to have better spawn locations thats all. I think the PR dev team should set up a list of specifics for maps before they can be included in a release.
Copy_of_Blah
Posts: 195
Joined: 2006-05-14 21:55

Post by Copy_of_Blah »

What about using bunkers/buildings with exit only doors as spawn points?

They could also be armed with indestructible mgs (and AGL) that protect the spawned player until they exit the structure.

That way you could look around you first and exit safely when the coast is clear.
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

You're acting as though every single game ever played on PRMM has ended up in one team sitting outside another team's base picking off every last player. "Spawnraping" is normally very rare and it's just something people moan about when they get killed within a couple of seconds of spawning.

If you spawn, expect to die. That's the way the game goes I'm afraid. If you want to be safe, spawn at your rear base every time. Yes, there's a chance someone will be camping it, but if so spawn somewhere else and catch them off guard, or if you have a decent admin on duty get it sorted out. There are not and never have been any rules against killing people in certain situations. I'm not support spawnrape, I hate getting killed as soon as I spawn by some camper with a semi auto sniper rifle, but it happens.

If you always spawn on your squad leader as is suggested, I think you'll find this is never a problem. If you're a squad leader or commander spawning and you're getting killed, you're clearly not ordering your men around well enough.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

Just move spawn points away from actual flags. 75% of spawn killing is usually either a team capping the flag is defending itself or players are too afraid of entering the cap zone because someone might spawn right behind their backs. Most intentional spawn-killing can be avoided by spawning further back. The only real problem is intention spawn killing on uncappables or the last base on the map. The best way to currently fight this is good admining. Main bases need more defensive structures and cover. You can survive spawn killing if you have bunkers/sandbags nearby, and it would help to have so more powerful stationary weapons like the mk. 19 or some AAA batteries. Maybe adding mortars and replacing the useless 5.56 emplaced machineguns with some .50s on tripods would solve most of our problems.
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and for the MEC
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Both weapons are already in game-all that would be needed would be the tripod. The Brits could either have the m2 browning or the GPMG, and China could use their equivelent of the PKM (type 87 or something?).

Thoughts?
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

It's a good idea, but when those things get in the wrong hands...

Paired with my new spawn idea, something like this could work. My idea suggested that the only place everyone on a team can spawn is a main base. The only way to spawn at flags was to be in a squad. When a squad leader enters a friendly flag cap area, they're allowed to spawn their squad mates. The main bases would be improved to add more defences, mounted machine guns and those tripod weapons and such, so they'd be the toughest form of defence and real safe against spawn campers as the whole team can spawn there. The only way to attack other spawners would be to wait for people to spawn from a squad leader, and it'd not take long for the squad leader to see the spawncamper anyway.

Alternatively we can task NikovK with the job of adding his magic touch to all existing maps, adding some decent fortification to main bases and tactically repositioning spawn points. :D
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

Malik wrote:It's a good idea, but when those things get in the wrong hands...
They are the same things that are on the back of all buggies and jeeps, only they aren't mobile... I don't see the problem. :neutral:
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

By wrong hands I mean the other team. What if the spawnrapist gets his hands on one of the machine guns first and turns the tables on the defence? The spawnrapist just got a whole lot worse!
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

The stationary weapons in PR only have about a 120 degree field of fire. If the guns are emplaced infoxholes, sandbags, and bunkers, the enemy wouldn't be able to turn them around, now would he? I don't want them sitting out in the open with a 360 degree turning radius like that PK up there, I jsut needed an example. I am thinking have them stationed like the pic of the M2.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

to stop 90% of spawnkilling, make it so only main base flags can be spawned on. its that simple.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Figisaacnewton wrote:to stop 90% of spawnkilling, make it so only main base flags can be spawned on. its that simple.
yes, but this would have diffrent effects on diffrent maps.
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six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

Figisaacnewton wrote:to stop 90% of spawnkilling, make it so only main base flags can be spawned on. its that simple.
I like the idea of central flags not having spawnpoints, but only spawning on the main is quite a bit of walking on some maps (el alamaine :s). Maybe make it so you can't spawn on contestable flags? so if the USMC holds flags 1 & 2, and the MEC holds flags 3 & 4, the USMC can't spawn on flag 2 and the MEC can't spawn on flag 3. If the US captured flag 3, then the MEC could still spawn at 4 (since its the main base), but the USMC couldn't spawn on 3. It would also make it a bit easier for a team on its last base to make a comeback.

Another solution could be to make it so that only certain flags could ever be spawned on. These flags would have more of a "military" feel to them and be liek outposts. They would be every other flag or one of every three flags or something like that. The regular flags would not be able to be spawned on.

Everybody loves a compromise :mrgreen:
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Copy_of_Blah
Posts: 195
Joined: 2006-05-14 21:55

Post by Copy_of_Blah »

Say you make the spawn point a bunker or building for urban areas.

* Make an exit-only door for the static model - an indestructable vehicle that just resembles a door.

* With the entrance [on the vehicle] pointing to the inside of the building and the exit pointing to the outside. == Exit-only complex for the team with the flag What you accomplish is a one way door! You can make it invulnerable.

* The vehicle [door] spawns only when the flag is taken.

* The structure doesn't even have to be near the flag. Vehicles that spawn once the flag is capped can be placed anywhere in the map editor.

*I suggest heavily arming the complex with automatic grenade launchers and HMG positions that cannot be taken out (also invulnerable)

* The static weapons can also be vehicles that will spawn with the flag capture; Otherwise, the whole structure , weapons included, will be empty.

* I also suggest making port holes surrounding the whole thing to get a 360 view of the horizon. It can be modeled so that you can see in and out, but no firing other than the stationary weapons can take place. In other words you won't be getting rpgs or satchels through the view slots.

It shouldn't be difficult and accomplishes the same thing basically as an enemy-free zone.
Noone in their right mind would enter an area with this. And if they do they'd certainly be fun to shoot!
Last edited by Copy_of_Blah on 2006-05-25 22:36, edited 1 time in total.
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