Are you sure your playing the AAS Standard layer? The Standard layer only has 2 (two) BTR-60s, not 3 (three). The AAS Large layer on the other hand dose have 3 (three)=MeRk= Morbo5131 wrote:I was actually talking about standard layers, we don't often run the large layers, and for the record our server is 80 players.
Those spawn times are exactly what I'm talking about, and in my opinion are ridiculous. Continuing with Muttrah as an example; I can't remember how many BTRs spawn in, but let's say it's 3, and they're being used by a 4 man squad. This means that as long as one of them survives longer than 10 minutes, and the other crew die every five, they can keep rolling up in them every time they die until the end of the round. Do you not think that this only encourages reckless use of these assets, leading to a drain on tickets? Likewise, taking one out as US is a very temporary victory since it's 30 seconds for the crew to respawn and maybe another minute to get back into the action. Throw in said MTLBs (Minus the 30mm, which is usually taken by another squad), and you've got a practically endless supply of APCs
This is actually the Standard loadout:
[quote=""'[R-DEV"]Rhino;1970865']AAS - Standard (64)
USMC:
USS Essex:
1x Attack Huey (No Respawn)
1x Attack Cobra (15 min Delayed Spawn)
2x AAVP7A1 (7min 30sec Respawn)
1x MV-22 Osprey (No Respawn)
2x Transport Huey (5min Respawn)
1x Transport Huey - M240D Door Guns (No Respawn)
2x RHIBs (2min Respawn, max of 5 to spawn on each spawn point, total of 10)
Docks:
1x Logi Truck (10min Delayed Spawn, max of 2)
1x LAV-25 (15min Delayed Spawn)
MEC:
Fort (MEC Main)
4x Transport Trucks (No Respawn)
4x CO Artillery (30min Delayed Spawn)
South City (all vehicles spawn at the Fort Spawn)
2x Logi Trucks (5min Respawn)
1x UAZ Support Jeep (15min Respawn)
1x MT-LB (No Respawn)
1x MT-LB HMG (7min 30sec Respawn)
2x BTR-60 (10min Delayed Spawn)
1x MT-LB 30mm (15min Delayed Spawn)
1x FV101 Scorpion (20min Delayed Spawn)[/quote]
Keep in mind a lot of those assets there do not respawn and have higher than normal respawns, other than the case of the AAVP7 which has a slightly shorter respawn to make up for the time it has to swim.
[quote="=MeRk= Morbo5131""]Let's bullet point the Pros and Cons of increasing respawn times
Pros:
Encourages cautious use of assets
Destruction of enemy assets becomes more significant, likewise loss of friendly ones
Gameplay is less stacked against infantry, which is what most players in any given game will be playing as.
Encourages cooperation between assets and infantry
Neutral:
Marginally longer rounds
Cons:
Little Timmy has to wait to use his jet after he's wasted it
If you can give me any other consequences of such a change, for or against, do so and I'll add them to that list.[/quote]
Firstly your assuming that you have more players on the server than there are assets for. This is not the case for most maps and layers unless admins run the wrong layers. Most maps have their assets calculated so there is only just enough to go round with also having a few infantry squads on top. As such your "Encourages cautious use of assets" isn't excatly a valid point as players are already cautious with them since dying means quite a long respawn, especially for something like a jet and also a massive ticket loss to the team etc. I agree a longer respawn time dose make players even more cautious, but at the cost of other things which I'll go into in a bit.
Dest of assets is already significant due to ticket costs. Yes having a longer spawn time dose make it a bit more significant since then you can "push the advantage", but that sucks for the other team and I'll go into this in more detail later.
Infantry also rely on the support of their assets working with them, with them lost, they can easily be overrun.
I also don't see how having longer spawn times affects the "cooperation between assets and infantry", that at the end of the day is all down to the squad leaders. In fact I would argue having a smaller spawn time means that infantry squads are far more likley to work with their assets as they will be around more to do so.
As for the longer rounds, that can be achieved in many other ways, simplest and best way is to increase the ticket count of maps but our current round time is what most of our players like, and I believe that if a certain server wants to have longer rounds they can increase the ticket % on their server but not sure if that's been blocked off in PR or not, can't recall.
As for your "Little Timmy" argument, your assuming every single time an asset dies its because someone screwed up. You can easily loose an asset using it correctly, if using the jet allergy, coming in for a bombing run another squad had requested and when you get their, finding an ADV that shoots you down that either the squad calling in the strike didn't see, or worse didn't report to the pilot. In that case either no one screwed up as the ADV was well hidden or w/e, or it was the SL for calling in the strike and not reporting it, not the pilot.
Now the worst bit about having longer spawn times, which I've touched on slightly above already, is the massive interval the other time has superiority, or supremacy from either a lucky kill, or worse if someone did screw up and "crash the jet". If we keep on using jets as the example, if one team dose shoot down all the other team's jets, or the other teams jets all crash or w/e, then in that re-spawn period that team will have total control of the skies, and will rain down hell on the other team as a result, pushing their advantage. This needless to say can suck for the team being hammered and if you have a really long respawn until their main asset for fighting back these jets, as well as giving them some much needed air support is 30mins or something off, by the time they respawn the game will most likley already have been lost. This also doesn't just apply to jets or w/e, this also very much applies to tanks, APCs, transport choppers or any asset but yes, generally the more powerful the asset the bigger the hit but the loss of your transport choppers which are only used for utility support, can also be a massive hit, if not a bigger hit in some cases.
It also sucks for the team with the advantage, if we talk about jets again and your in a jet with no bombs, you've just got to circle round for 30mins waiting for the next jet to come up and fight... Same also applies to tanks, its far more fun engaging other tanks than just shooting infantry in the open who don't have a chance...
As such this would be my pro and cons list:
Pros:
- Slightly encourages more cautious use of assets
- Destruction of enemy assets becomes more significant, likewise loss of friendly ones
- One team can easily push home any small advantage, easily tipping the balance of a game though one lucky shot or someone's small mistake.
- Not as fun for both teams if you've got no more "hard" targets to kill while its respawning or for "little timmy"
- Slightly Less cooperation between assets and infantry as assets are not as commonly around to do so
Now one idea we have talked about in the past although have never gotten round to implementing it, would be to limit the amount a certain asset can respawn, in somewhat the same way you can make assets be non-respawnable, but with more than just one spawn. This way we can have a jet or tank only respawn 3 or so times in a game, and once its died 3 times, it wont come back. This way we can much more realistically simulate air supremacy etc, while also keeping the game flowing and fun before hand and if a team dose screw up quite a bit over and over or the other team is just significantly better, then they do get the chance to push their advantage after all that hard work. This also simulates how it would be more in r/l too, as its not "C&C style build your asset and deploy it" which respawning kinda simulates, it would be shoving your assets into the fold when they where needed until you ran out of them. In the Falklands war the British could only take so many jets with them, as many as they could fit onto the deck of their carriers. If the Argentines just concentrated on destroying their jets and not bombing their ships, they would have won the war as they would have simply ran out of jets. Although when they did sink the AC they also took with it a load of British Choppers, which then resulted in the Brits having no choppers to transport their troops and the troops had to walk as another good example, although I did simulate that bit already on my Falklands map where you could destroy the AC, and with it, it's Chinook spawn






