A way to stop spawn spamming
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Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
A way to stop spawn spamming
https://www.realitymod.com/forum/f200-p ... -camp.html
Just read that thread and though I agree in that a different attacking method should have been used it got me thinking that spamming the enemies FB or bunker (Funker from now on) is much more prevailent now with disorganised play. Due to the fact that spawn camping is an easy way to stack up your points (whack the weasel anyone?)
So my suggestion is thus...
Add a ticket penalty(-1?) everytime you kill an enemy within 5m (spawn distance) of the Funker
Once the Funker has been destroyed reward the team with a ticket bonus of something like 10 or 15.
If possible itd be good if the attacking team wouold lose points for every "spawn death" and then get all the lost points back by destroying the offending Funker but my mind screams HARDCOOODE!!!
It is my believe that with this sorta system general gameplay wont be effected until you come into contact with an enemy Funker whereupon the team that sits and spawn camps loses the game the team that works together to eliminate the threat (instead of gaining kills from it) will be rewarded because the faster they complete their mission the more likely they are to gain tickets rather than lose them.
Not enough pressure on teams to destroy enemy funkers instead of spawn camp it and kill stack to get the Ubzor points
Just read that thread and though I agree in that a different attacking method should have been used it got me thinking that spamming the enemies FB or bunker (Funker from now on) is much more prevailent now with disorganised play. Due to the fact that spawn camping is an easy way to stack up your points (whack the weasel anyone?)
So my suggestion is thus...
Add a ticket penalty(-1?) everytime you kill an enemy within 5m (spawn distance) of the Funker
Once the Funker has been destroyed reward the team with a ticket bonus of something like 10 or 15.
If possible itd be good if the attacking team wouold lose points for every "spawn death" and then get all the lost points back by destroying the offending Funker but my mind screams HARDCOOODE!!!
It is my believe that with this sorta system general gameplay wont be effected until you come into contact with an enemy Funker whereupon the team that sits and spawn camps loses the game the team that works together to eliminate the threat (instead of gaining kills from it) will be rewarded because the faster they complete their mission the more likely they are to gain tickets rather than lose them.
Not enough pressure on teams to destroy enemy funkers instead of spawn camp it and kill stack to get the Ubzor points

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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
Why?
The ridiculous play is from the guys who keep spawning at a Bunkbase or Firnker, dying and then respawning. When people can learn to not endlessly respawn on a camped spawn location, there won't be a problem.
The problem is currently player-side, and I don't think adding artificial scoring mechanisms will do much to solve it. Fact is, if you've come across a spawn point and there's three of you without any method of destroying it, you *will* keep the enemy surpressed until you can get explosives up there.
That's correct gameplay. It's unsporting, it's not pleasant, but it's the right thing to do, game-wise.
It becomes a problem when you have two full squads sat there and no-one has any intention of calling for heavy weapons because they're wrapped up in mowing down the spawning guys. In this case, giving -1 point per kill won't stop them, and frankly if the spawning players aren't smart enough to spawn elsewhere then they deserve to get mown down.
The ridiculous play is from the guys who keep spawning at a Bunkbase or Firnker, dying and then respawning. When people can learn to not endlessly respawn on a camped spawn location, there won't be a problem.
The problem is currently player-side, and I don't think adding artificial scoring mechanisms will do much to solve it. Fact is, if you've come across a spawn point and there's three of you without any method of destroying it, you *will* keep the enemy surpressed until you can get explosives up there.
That's correct gameplay. It's unsporting, it's not pleasant, but it's the right thing to do, game-wise.
It becomes a problem when you have two full squads sat there and no-one has any intention of calling for heavy weapons because they're wrapped up in mowing down the spawning guys. In this case, giving -1 point per kill won't stop them, and frankly if the spawning players aren't smart enough to spawn elsewhere then they deserve to get mown down.
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
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Ayu
- Posts: 12
- Joined: 2008-01-24 13:40
+1'[R-MOD wrote:Masaq;603069']Why?
The ridiculous play is from the guys who keep spawning at a Bunkbase or Firnker, dying and then respawning. When people can learn to not endlessly respawn on a camped spawn location, there won't be a problem.
The problem is currently player-side, and I don't think adding artificial scoring mechanisms will do much to solve it. Fact is, if you've come across a spawn point and there's three of you without any method of destroying it, you *will* keep the enemy surpressed until you can get explosives up there.
That's correct gameplay. It's unsporting, it's not pleasant, but it's the right thing to do, game-wise.
It becomes a problem when you have two full squads sat there and no-one has any intention of calling for heavy weapons because they're wrapped up in mowing down the spawning guys. In this case, giving -1 point per kill won't stop them, and frankly if the spawning players aren't smart enough to spawn elsewhere then they deserve to get mown down.
If people are to stupid to spawn elswhere they got to be punished by getting killed all time.
"ANYBODY KNOWS WHAT THE SHOVEL IS GOOD FOR??? "
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mammikoura
- Posts: 1151
- Joined: 2006-09-19 04:26
I have to agree with Masaq, no point in spawning there if you are just going to get killed. And to be honest getting negative score or losing tickets wouldn't stop me from blasting away while waiting for my squad member who has the c4.
It is the soldier, not the priest, who protects freedom of religion; the soldier, not the journalist, who protects freedom of speech.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
I agree on suppressing the bunker and having people covering the engineers moving in by killing the ones, that spawn out, but to have 2 support gunners sitting inside the bunker and shoot everyone in the face, when they come to request kits from the door is ridiculous and needs fixing.
Is it possible to make the bunker a vehicle and when you enter it you get on the windows, from where you have a perfect position to defend it and enemies can't get inside it?
Is it possible to make the bunker a vehicle and when you enter it you get on the windows, from where you have a perfect position to defend it and enemies can't get inside it?

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Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
[quote=""'[R-MOD"]Masaq;603069']Why?
The ridiculous play is from the guys who keep spawning at a Bunkbase or Firnker, dying and then respawning. When people can learn to not endlessly respawn on a camped spawn location, there won't be a problem....
The problem is currently player-side, and I don't think adding artificial scoring mechanisms will do much to solve it. Fact is, if you've come across a spawn point and there's three of you without any method of destroying it, you *will* keep the enemy surpressed until you can get explosives up there.
That's correct gameplay. It's unsporting, it's not pleasant, but it's the right thing to do, game-wise.
It becomes a problem when you have two full squads sat there and no-one has any intention of calling for heavy weapons because they're wrapped up in mowing down the spawning guys. In this case, giving -1 point per kill won't stop them, and frankly if the spawning players aren't smart enough to spawn elsewhere then they deserve to get mown down.[/quote]
That's what I'm getting at. (tickets not points btw)
When the squads gather up and have no intention of destroying a Funker The longer they sit there and suppress the more pointless it becomes....
A few people supressing a bunker (waiting for explosives) won't suffer because they're unlikely to kill a large enough amount of people to damage the ticket score, once the Funker is destroyed the destroying team gains tickets Therefore countering any ticket loss they experianced whilest supressing the Funker
In my mind the situation would go as follows. A full squad encounters a bunker with no means of destroying it... They can Wait atop a hill and shoot people as soon as they spawn thus losing tickets for the team soon enough you'll be out of tickets and it'll be advantage to the enemy
or you could choose not to take on the FB until you are certain that theres a squad with some boomsticks who can destroy it soon.
Basically I just want an incentive not to sit a spawn rape
I like the guys Idea of making it possible to Knife the "rally" on a funker without destroying it. Perhaps make the rally area more sensitive so it can be destroyed with a couple of nades
Is there a way that the funker can be made temporarily unspawnable? say for 30 seconds after being knifed, naded x2 or something
This would be a way that when a squad encounters a Funker, rather than sit Raping the spawnpoint you can completely supress the spawn, However if the Funker isn't destroyed then shortley the enemy will be spawning again.
The pauses should help if people do spawn on the Funker for them to overwhelm the attacking force.
Basically if you wanna take down a bunker youll have to do it properly rather than just spam and wait for some C4 to arrive
Discuss some more ideas on this one, it's not limited to me.
As SL if I can spawn on a funker (even if it's camped) I will because more often than not I can escape with 2 guys and chuck an RP down somewhere... Should I be able too?
I'm in two minds on this one... On one hand there's and endless Spam Fest, on the other there's a way to wiggle out of it... Imo the spamfest shouldnt be able to happen in the first place
[quote="Outlawz""]I agree on suppressing the bunker and having people covering the engineers moving in by killing the ones, that spawn out, but to have 2 support gunners sitting inside the bunker and shoot everyone in the face, when they come to request kits from the door is ridiculous and needs fixing.
[/quote]
Exactly.. There's also the issue of just how long do you need to "suppress" for... imho "supressing" funkers for longer than 5-10 minutes accounts to spam
There's a difference between us folk who will suppress a bunker and move in the explosives under the covering fire and those of us who just endlessly sit and shoot at a Funker because they can't think of something better to do... i.e. Blow it up!
The ridiculous play is from the guys who keep spawning at a Bunkbase or Firnker, dying and then respawning. When people can learn to not endlessly respawn on a camped spawn location, there won't be a problem....
The problem is currently player-side, and I don't think adding artificial scoring mechanisms will do much to solve it. Fact is, if you've come across a spawn point and there's three of you without any method of destroying it, you *will* keep the enemy surpressed until you can get explosives up there.
That's correct gameplay. It's unsporting, it's not pleasant, but it's the right thing to do, game-wise.
It becomes a problem when you have two full squads sat there and no-one has any intention of calling for heavy weapons because they're wrapped up in mowing down the spawning guys. In this case, giving -1 point per kill won't stop them, and frankly if the spawning players aren't smart enough to spawn elsewhere then they deserve to get mown down.[/quote]
That's what I'm getting at. (tickets not points btw)
When the squads gather up and have no intention of destroying a Funker The longer they sit there and suppress the more pointless it becomes....
A few people supressing a bunker (waiting for explosives) won't suffer because they're unlikely to kill a large enough amount of people to damage the ticket score, once the Funker is destroyed the destroying team gains tickets Therefore countering any ticket loss they experianced whilest supressing the Funker
In my mind the situation would go as follows. A full squad encounters a bunker with no means of destroying it... They can Wait atop a hill and shoot people as soon as they spawn thus losing tickets for the team soon enough you'll be out of tickets and it'll be advantage to the enemy
or you could choose not to take on the FB until you are certain that theres a squad with some boomsticks who can destroy it soon.
Basically I just want an incentive not to sit a spawn rape
I like the guys Idea of making it possible to Knife the "rally" on a funker without destroying it. Perhaps make the rally area more sensitive so it can be destroyed with a couple of nades
Is there a way that the funker can be made temporarily unspawnable? say for 30 seconds after being knifed, naded x2 or something
This would be a way that when a squad encounters a Funker, rather than sit Raping the spawnpoint you can completely supress the spawn, However if the Funker isn't destroyed then shortley the enemy will be spawning again.
The pauses should help if people do spawn on the Funker for them to overwhelm the attacking force.
Basically if you wanna take down a bunker youll have to do it properly rather than just spam and wait for some C4 to arrive
Discuss some more ideas on this one, it's not limited to me.
As SL if I can spawn on a funker (even if it's camped) I will because more often than not I can escape with 2 guys and chuck an RP down somewhere... Should I be able too?
I'm in two minds on this one... On one hand there's and endless Spam Fest, on the other there's a way to wiggle out of it... Imo the spamfest shouldnt be able to happen in the first place
[quote="Outlawz""]I agree on suppressing the bunker and having people covering the engineers moving in by killing the ones, that spawn out, but to have 2 support gunners sitting inside the bunker and shoot everyone in the face, when they come to request kits from the door is ridiculous and needs fixing.
[/quote]
Exactly.. There's also the issue of just how long do you need to "suppress" for... imho "supressing" funkers for longer than 5-10 minutes accounts to spam
There's a difference between us folk who will suppress a bunker and move in the explosives under the covering fire and those of us who just endlessly sit and shoot at a Funker because they can't think of something better to do... i.e. Blow it up!

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Death_dx
- Posts: 379
- Joined: 2007-11-09 21:37
I'm with Sadist's suggestion on prevent spawning on a bunker when it's been attacked. Similiar to how you can't spawn if too many people have spawned at that same location/time.
Also Sadist if you were referring to this I think you misread it.
Also Sadist if you were referring to this I think you misread it.
Where I meant that you get an invincible (except for when the fb/bunker is destroyed) team rally for every bunker/firebase so that you don't spawn camp the structure that needs to be destroyed.Death_dx wrote:What about making it so the bunker isn't a spawn point but instead a perma RP (as in permanent until the bunker is destroyed) is then allowed to be setup 100-50 m or so from the bunker. Makes it pointless to camp the RP since you could just go blow up the bunker (and thus remove the perma RP).
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Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Excellent suggestion! Best one i've seen in weeks.Death_dx wrote:I'm with Sadist's suggestion on prevent spawning on a bunker when it's been attacked. Similiar to how you can't spawn if too many people have spawned at that same location/time.
Also Sadist if you were referring to this I think you misread it.
Where I meant that you get an invincible (except for when the fb/bunker is destroyed) team rally for every bunker/firebase so that you don't spawn camp the structure that needs to be destroyed.
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Kinote
- Posts: 89
- Joined: 2007-12-12 03:09
+2'[R-MOD wrote:Masaq;603069']Why?
The ridiculous play is from the guys who keep spawning at a Bunkbase or Firnker, dying and then respawning. When people can learn to not endlessly respawn on a camped spawn location, there won't be a problem.
The problem is currently player-side, and I don't think adding artificial scoring mechanisms will do much to solve it. Fact is, if you've come across a spawn point and there's three of you without any method of destroying it, you *will* keep the enemy surpressed until you can get explosives up there.
That's correct gameplay. It's unsporting, it's not pleasant, but it's the right thing to do, game-wise.
It becomes a problem when you have two full squads sat there and no-one has any intention of calling for heavy weapons because they're wrapped up in mowing down the spawning guys. In this case, giving -1 point per kill won't stop them, and frankly if the spawning players aren't smart enough to spawn elsewhere then they deserve to get mown down.
I wish people would figure out that their spawn is camped that spawning somewhere else is a good idea. Shame that players are hardcoded. Some sort of spawn limiter to prevent the whole team from popping up and surging a point seems rather interesting though, everything else is bleh.
Remember, kids. If you don't spawn there... they can't kill you! =D
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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
Kinote wrote:Remember, kids. If you don't spawn there... they can't kill you! =D
What's more, if you don't spawn there - you know exactly where they are and know exactly how to get there and know exactly how many of them are likely to be there and can shoot the spawncamping buggers to hell and beyond.
With extreme prejudice.
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
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Death_dx
- Posts: 379
- Joined: 2007-11-09 21:37
Yup, should make it easier for SF/Engys to blow funkers (I like that word) if they're not being defended explicitly. No pricks that spawn and shoot you in the back after you place a SLAM.Sadist_Cain wrote:Ohhhhhh I get it now Deathdx... Like itso you place a Funker (
) and you would get an "RP" that you can place that is linked to said Funker.
The enemy will be spawning far away so it should be easier to move in to destroy the bunker.

