alternate insurgent spawning

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Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

alternate insurgent spawning

Post by Nickbond592 »

Hi there

had this idea whilst driving home from work today about the insurgents and the spawning system

at the moment with the insurgents being able to spawn from the spawn cars resembling their ability to be joining the fight from any directon as they were inocent bystanders its a bit hit and miss for a couple of reasons

people go and get the cars trashed and whatnot
people get shot out of moving ones and then the spawn ins ill placed
people drive to the fight and leave it when and where they see fit ( in the middle of a fight...)
if they all get destroyed the insurgents spawn en-mass back at the palace and have to walk back to the fight

i suggest a new idea or somthing that you could hopefully get yourselfs some ideas from,
i remember reading that you coded the slams to be timed by setting them on fire and giving it a certain amount of 'hit points' resembleing 15 seconds

and i also like how on the .6 beta insurgency gamemode the caches are randomised somewhat

maybe you could combine the two things above into a new spawn system by having rally points that are randomly placed in a map ( inside buildings, alleyways etc.) and that have a timer on them (when the timer runs out they explode whatever and new ones delay spawn into the map in random locations)

giving the insurgents an even more random and ragtag twist ;-)



any thoughts / flames ?
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
Outlawz7
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Post by Outlawz7 »

Awesome....thats a great idea :D
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77SiCaRiO77
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Post by 77SiCaRiO77 »

I completaly support this idea .
jackal22
Posts: 849
Joined: 2006-11-18 20:18

Post by jackal22 »

sounds pretty good, i would love to see the round though when the randomisation goes wrong and it appears infront of a brit/usmc apc. lol.

but yeh, it would be pretty cool and imulate real life if there were say 35 locations on each map that the rally could switch to so that its not enough for players to just memories 10 and keep pounding them.
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MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

Wouldn't work. Cars would be taking damage while driving, which would lead to randomly smoking and exploding spawn cars, and player frustration. Also, they would have to give cars so many hitpoints to last so long while "on fire", they would become nearly indestructible and it would lead to exploitation.
Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Post by Nickbond592 »

fraid you missed the point.

not spawn cars, timed randomised rally points.
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
Ecko
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Joined: 2006-11-28 22:49

Post by Ecko »

Sounds like an awesome idea.
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ZanderArch
Posts: 216
Joined: 2007-03-07 21:40

Post by ZanderArch »

The random spawn points is an awesome idea.

But also, I think the Spawn Cars should also have random spawns that are solid for the whole round. Let me explain.

Currently, in .605 Insurgency, the spawn cars spawn in the same place every time. One to the South West of NVCP, one near SVCP, one is Suburbs, and another in someplace I don't remember. Most of the time, the Insurgents spawn on the one near NVCP and attack that right off the bat, and 9 out of 10 times the Brits already have their Snipers and Machine gunners pointing that way waiting for a head to pop up to take a shot. They usually get raped before they get some Jihad support and take it, but the Brirts always know where that spawn car came from, and moving it only makes it a bigger target for the APC rolling in.

But, also, in most of my cases, I spawn at the one near Suburbs, and I'm usually the only on there, so I hide the spawn car hastily, so I can get to sabotageing the Bridges for the British, and when ever an APC comes up, first thing he does is check for and eliminate the Spawn Car which can't be more than 50m away for my purposes. Thus, cheap. Simply making about 4 random spawn points that each car will spawn on, still being roughly in the area of the original spawn point would be very helpful.
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BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Post by BetterDeadThanRed »

I love the idea about randomizing spawn points, but what about making the ammo caches spawn points in themselves?
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Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

A mixture of random stationary spwn points that destroy after a set time AND mobile spwn cars would help to balance games and it seems jolly realistic to me, compared to the present system in particualr.

Nice one Nick.
Desertfox
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Joined: 2006-08-15 06:41

Post by Desertfox »

My name is desertfox, and I support this idea.

lol j/k :P Awesome idea though!
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Teek
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Post by Teek »

great!
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Xmaster
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Joined: 2007-05-18 12:44

Post by Xmaster »

Sounds really great! I love this idea.
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Smitty4212
Posts: 322
Joined: 2006-07-24 02:15

Post by Smitty4212 »

I really like this idea too.
Deadmonkiefart
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Post by Deadmonkiefart »

Good idea-Agree :)
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workingrobbie
Posts: 188
Joined: 2007-02-22 23:45

Post by workingrobbie »

Great original idea :D

The only point of concern with this would be map-balancing issues since the Insurgents would no longer have a destroyable spawn points (as in sometimes the only way to win a map is to limit the enemies spawn points). For example in the current Hemland, if both the Insurgents spawncars are blown, they're basically fubared.
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Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Post by Nickbond592 »

they'd have 'hit points' like any other object so would be destroyable but as technically they'd be on fire if you didnt destroy it first attempt you would of at least shortened its life span, leaving a gap untill the next wave of rallys delay spawn in.
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
TexLax
Posts: 541
Joined: 2007-02-14 01:38

Post by TexLax »

workingrobbie wrote:Great original idea :D

The only point of concern with this would be map-balancing issues since the Insurgents would no longer have a destroyable spawn points (as in sometimes the only way to win a map is to limit the enemies spawn points). For example in the current Hemland, if both the Insurgents spawncars are blown, they're basically fubared.
read it again, it said that the spawn points can be destroyed and a new new one pops up (give a time limit in between the destroyed one and the newly spawned one)
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Outlawz7
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Post by Outlawz7 »

I just hope, that they would be randomised, because on some Insurgency rounds, I see an ammo dump spawn at the same place 2 times.

Maybe you could add more places, where they are, by spawning them on roofs, behind rocks, under a bridge etc...
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Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Post by Nickbond592 »

now all we need is a [R-DEV] and hopefully a wink !
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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