As much as skirmish is designed to promote good squad play with no vehicles or FB's, would it perhaps be better to move the spawn point up as one side gains the upper hand?
I'm suggesting this after a couple of skirmish rounds where as my team gets close to the last enemy flag, the walking distance just increases expotentialy, turning a game of intense infantry combat into a stroll to the next flag.
As most (if not all?) skirmish maps are 4 flag affairs, why not create a spawn point on the first cap flag when the team captures their second and is now moving towards the final flag. So you end up with a middle flag that can be recapped by the enemy and held by your own forces, while the rest move on.
To make things fair (and to stop camping a spawn point), if your forces lose the second cap flag then your spawn point is removed, and that this spawn point can be represented as a firebase or rally point which can be destroyed by an infiltrating squad.
What do people think of this idea?
Skirmish spawn points
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Freelance_Commando
- Posts: 130
- Joined: 2007-06-05 08:03
Skirmish spawn points
Time to rise to the occasion.
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Rudd
- Retired PR Developer
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Re: Skirmish spawn points
sounds like this loses the goodness of AAS to me, could be easier to allow FOBs (no 50cals or whatever) and hideouts in skirmish.
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Freelance_Commando
- Posts: 130
- Joined: 2007-06-05 08:03
Re: Skirmish spawn points
Probably the better option, since the creates on the flags themselves give a limited distance for the FB's or hideouts to be placed.[R-CON]Rudd wrote:could be easier to allow FOBs (no 50cals or whatever) and hideouts in skirmish.
Time to rise to the occasion.
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raw157
- Posts: 66
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Re: Skirmish spawn points
The distance factor allows the other team to move in if your team gets destroyed. If the FOB's are too close or don't get destroyed fast enough, it won't be team work anymore, it'll be move up quickly, cap ASAP, then place a FOB on each as you go.
I vote maybe a bit longer rally pt. time for squad only. That way, fallen squad members can catch up to the group. That being said, a rally up for too long will have the same issue the FOB will.
I vote maybe a bit longer rally pt. time for squad only. That way, fallen squad members can catch up to the group. That being said, a rally up for too long will have the same issue the FOB will.
Rest assured, that with a heart that's pure, we'll be victorious and not let our hate get the best of us.


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Freelance_Commando
- Posts: 130
- Joined: 2007-06-05 08:03
Re: Skirmish spawn points
Just to clarify the spawn point: ONLY when you cap the second capable flag (which is the second one you can cap) are you allowed a spawn point / FB at your first capable flag (the first one you capped). Only there and ONLY one.raw157 wrote:The distance factor allows the other team to move in if your team gets destroyed. If the FOB's are too close or don't get destroyed fast enough, it won't be team work anymore, it'll be move up quickly, cap ASAP, then place a FOB on each as you go.
I understand why there's a distance factor, as you call it, but I think it's currently out of proportion and leaves squad members seperated as the game continues. As for teamwork, this gives a real incentive to hold that one flag (for the spawn) and to take it back (deny the spawn), either way it's still in the defenders favor.
Time to rise to the occasion.
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dbzao
- Retired PR Developer
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- Joined: 2006-06-08 19:13
Re: Skirmish spawn points
You have unlimited RPs in Skirmish, so I recommend you fallback and use them.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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Scared_420
- Posts: 403
- Joined: 2009-06-25 07:15
Re: Skirmish spawn points
make the rally like it used to be instead of it expiring, only in skirmish mode though and let it still be overrunable

