Ill have to agree. The spawn points will need to be changed around a bit so they dont just spawn you in the worst spot, which is almost everytime. I hate waiting all that time just to get spawn killed repeatedly. Why they made spawn points in open areas is beyond me. Too bad you cant pick your actual spawn point.'[R-DEV wrote:Evilhomer']Don't, please don't have a 40 second spawn time. I just played and was spawn raped FOUR times in a row. thats nearly 3 minutes. I was really near tears at that point. 20 maybe? 25?
I wish Gloryhounds...
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CobraPhantom
- Posts: 689
- Joined: 2005-03-28 13:00

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Lifetaker
- Posts: 178
- Joined: 2005-09-16 00:43
It's kind of a wierd situation when you're on the other end of this equation too. If you're trying to assault a command point and someone spawns right in front of you, what do you do? Pull the trigger of course. I feel just as bad doing it as I do getting it. I mean, we all know how long that player just waited to spawn. Especially on Gloryhoundz, because the spawn time is so long. But, you can't say, "Hey bro, I'll give you a five second head start", when they spawn, cause they are definitely going to shoot if they see you. It's a tough one. I really like the extended "critically wounded" time, allowing medics to do they're job, but maybe the spawn time is a little too long. What say you Fritz?
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southtarnation
- Posts: 171
- Joined: 2005-12-05 20:05
Could you make the player invincable for like 5 seconds when they spawn, and unable to shoot. just some time to take cover...'[R-PUB wrote:Lifetaker']It's kind of a wierd situation when you're on the other end of this equation too. If you're trying to assault a command point and someone spawns right in front of you, what do you do? Pull the trigger of course. I feel just as bad doing it as I do getting it. I mean, we all know how long that player just waited to spawn. Especially on Gloryhoundz, because the spawn time is so long. But, you can't say, "Hey bro, I'll give you a five second head start", when they spawn, cause they are definitely going to shoot if they see you. It's a tough one. I really like the extended "critically wounded" time, allowing medics to do they're job, but maybe the spawn time is a little too long. What say you Fritz?
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
If you edited the map spawn points you could'[R-DEV wrote:CobraPhantom']Too bad you cant pick your actual spawn point.
Can set each spawn point up with a diffrent ID which you choose on the map, then it gives u 2 spawn points.
abit like on the carrier, it has 2 spawn points for the deck, or the inisde where the boats are
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Lifetaker
- Posts: 178
- Joined: 2005-09-16 00:43
southtarnation wrote:Could you make the player invincable for like 5 seconds when they spawn, and unable to shoot. just some time to take cover...
Problem with that is that you wouldn't be invincible even if they were. So then attacker gets smoked, that wouldn't be very fair... or realistic for that matter.
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Hot Tub Man #1
- Posts: 60
- Joined: 2005-11-07 08:31
Someone mentioned the word "mappack", and that reminded me about the Total BF2 Mappack releases. There are some quality maps in those mappacks that would be really fun for PRMM, such as Mekong River (mappack 1) and basically all of mappack 2. I realize that it would take a lot of work converting them to AAS mode, but the maps are fun regardless, and they're a nice change of pace from the vanilla BF2 maps.
Here's info about the first map pack, and some about the second.
Here's info about the first map pack, and some about the second.
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TheRealFritz
- Retired PR Developer
- Posts: 2316
- Joined: 2005-10-28 19:44
It's happened to me repeatedly, too. But in general I think it's worth it.
This really mostly is a problem when the enemy team is raping your uncappable base. And that's just bad taste
I think a fix for that would likely need to be done as part of PRMM. Suggestions I remember seeing are things such as creating a no-entry zone around uncappable flags for enemies. Kind of like the out-of-bounds zone, where you get hurt if you stay in there.
This really mostly is a problem when the enemy team is raping your uncappable base. And that's just bad taste
I think a fix for that would likely need to be done as part of PRMM. Suggestions I remember seeing are things such as creating a no-entry zone around uncappable flags for enemies. Kind of like the out-of-bounds zone, where you get hurt if you stay in there.
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beta
- Posts: 274
- Joined: 2005-12-26 05:50
Again, I have to say this is the way to go!'[R-PUB wrote:BrokenArrow']Again, the fix for respawn flag saves and having to wait a long time to spawn only to be spawn raped can be helped by main base only spawning.
Have the player only able to spawn at the main base or on their squad leader.
This would greatly reduce spawn kill problems AND would promote more teamwork!
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DangChang
- Posts: 290
- Joined: 2005-12-24 16:20
I agree, as this is the only way to go without having to alter the map objects.Caesar wrote:leave spawn times alone, and fix spawn points. the only times the 40 seconds is bad, is when you spawn and then die instantly afterwards. so there should be more, farther away spawn points for each of the flags.

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happydan
- Posts: 41
- Joined: 2005-08-14 14:43
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TheRealFritz
- Retired PR Developer
- Posts: 2316
- Joined: 2005-10-28 19:44
Only Karkand has no vehicles.
Other maps (only for 16 player size) have been changed to have no armor (tank/apc), but still have other vehicles, TOW, etc. So you won't need to worry about people screaming "no armor" anymore.
16 player size is mostly because there's not always enough players. I'm looking into a script that will autosize the maps, though. At the end of each round it will decide what size to make the next map based on how many people are currently connected.
Other maps (only for 16 player size) have been changed to have no armor (tank/apc), but still have other vehicles, TOW, etc. So you won't need to worry about people screaming "no armor" anymore.
16 player size is mostly because there's not always enough players. I'm looking into a script that will autosize the maps, though. At the end of each round it will decide what size to make the next map based on how many people are currently connected.
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FearedSniper.AE
- Posts: 27
- Joined: 2005-11-21 00:39
'[R-DEV wrote:Evilhomer']Don't, please don't have a 40 second spawn time. I just played and was spawn raped FOUR times in a row. thats nearly 3 minutes. I was really near tears at that point. 20 maybe? 25?
THANK GOD SOMONE PICKED THIS UP TO! I keptd getting my *** handed down to me and was disapointing my squad cos i got my *** kicked.Then we had to wait and wait and wait.
1 Shot 1 Kill Dont Panic.
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NikovK
- Retired PR Developer
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TheRealFritz
- Retired PR Developer
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fuzzhead
- Retired PR Developer
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- Joined: 2005-08-15 00:42
i think 35 second spawn time would be perfect.
as far as spawning goes though, i agree with others who say only allow main base spawning and squad leader spawning.
also, i love the idea of when you take over a flag on the map, you will have a small wait time (1-2 minutes) and then you will recieve armor/apc support at your main base. this makes sense to me, as you will need to bring the armor to the frontline, and it will take time just like in real life you assets dont justmagically appear next to you on the battlefield.
a very cool way to do this for ultra-realism would be to have a large (C130) cargo plane land at your main base airstrip and drop-off the assets, instead of the assets just appearing..
this would require major scripting though, and i dont know if its possible in BF2.
i know it was done in BF42 though for DC maps.
as far as spawning goes though, i agree with others who say only allow main base spawning and squad leader spawning.
also, i love the idea of when you take over a flag on the map, you will have a small wait time (1-2 minutes) and then you will recieve armor/apc support at your main base. this makes sense to me, as you will need to bring the armor to the frontline, and it will take time just like in real life you assets dont justmagically appear next to you on the battlefield.
a very cool way to do this for ultra-realism would be to have a large (C130) cargo plane land at your main base airstrip and drop-off the assets, instead of the assets just appearing..
this would require major scripting though, and i dont know if its possible in BF2.
i know it was done in BF42 though for DC maps.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
There was somthing like this in C&C Renergade. But like you said it will probaly not be possibal with the BF2 engine and if it is, will require a hell of alot of codeing.'[R-PUB wrote:fuzzhead']a very cool way to do this for ultra-realism would be to have a large (C130) cargo plane land at your main base airstrip and drop-off the assets, instead of the assets just appearing..
this would require major scripting though, and i dont know if its possible in BF2.
i know it was done in BF42 though for DC maps.
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TheRealFritz
- Retired PR Developer
- Posts: 2316
- Joined: 2005-10-28 19:44
Not really something that's a server specific request, that's a PRMM feature request'[R-PUB wrote:fuzzhead']
as far as spawning goes though, i agree with others who say only allow main base spawning and squad leader spawning.
a very cool way to do this for ultra-realism would be to have a large (C130) cargo plane land at your main base airstrip and drop-off the assets, instead of the assets just appearing..


