Spawn location revisions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Nuich
Posts: 7
Joined: 2006-11-13 19:21

Spawn location revisions

Post by Nuich »

I have ready many posts about how team work needs to be implemented, and the latest about ppl not playing medics, or the lone wolf squad (1 member locked squad).

My possible solution is to adjust the spawn points/locations accordingly. An example would be to offset the spawn point/location away from the flags they are at. More or less at the corresponding flag previous to it, or not to have a spawn point at certain flags. Nothing really sucks more than having to hump for a couple minutes to get back into the action (Promotes being in a squad, and being revived). This in my thoughts will make life more valuable, and allow medics, to be utilized a little more. Also, this allows the need for adequate flag defense. because no one wants there team to have to have to spawn at the begining again. In addition I think this would promote the babying of vehicles too. I look at vehicles as support roles, something that should be used to transport troops, or attack targets from afar. Not to be driven head on into an opposing tank to see who can get the killing shot off first.

Anyways, that's my thoughts

~Nuich~
Image
DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

I have already offset all my spawn points in my map away from the flag, Reinforcements would never come right on a target they would fight their way back in. Also it cuts down on the lame spawn camping that occurs.

I would also like to see squad leaders not have teammates spawn directly in front of them. I don't know how many times a squad mate has spawned in front of me while in a fire fight or just scared the **** out of me. This would have to be fixed mod side though.
Image
Nuich
Posts: 7
Joined: 2006-11-13 19:21

Post by Nuich »

I am not sure which maps you have made, and I see that some spawn locations are offset from the flags. I was thinking about moving the spawn locations back even further on some maps. An example would be a map with 5 CPs. CP 1 spawn at CP 1. CP 2 no spawn. CP 3 spawn at CP2. CP 4 spawn at CP 3. and reversed (if possible) if the opposing side has control of the flags. The whole point being making life harder if you are not in squad or having a medic revive you, by making ppl move significant distances to re-enter the battle.
Image
{GD}StevenGarcia
Posts: 381
Joined: 2006-09-08 20:06

Post by {GD}StevenGarcia »

Good idea Nuich.
Image
Image
DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

its been worked on... stay tuned!
Who want to get things done will find a way and who dosen't will find an excuse.

Image

klan DOJAJA
Wattershed
Posts: 177
Joined: 2006-10-07 22:35

Post by Wattershed »

Nuich wrote:I am not sure which maps you have made, and I see that some spawn locations are offset from the flags. I was thinking about moving the spawn locations back even further on some maps. An example would be a map with 5 CPs. CP 1 spawn at CP 1. CP 2 no spawn. CP 3 spawn at CP2. CP 4 spawn at CP 3. and reversed (if possible) if the opposing side has control of the flags. The whole point being making life harder if you are not in squad or having a medic revive you, by making ppl move significant distances to re-enter the battle.
Not sure if thall work. You would then have to have a sertain spawn for each team, if you only have one spawn the opposite team with spawn direkty into your control point
MoZo1
Posts: 33
Joined: 2006-06-26 14:36

Post by MoZo1 »

And the worst thing at all: you are on a map with similar uniforms, you are capturing a flag, covering 360° with your squad, and an enemy just apears among you from nowhere. Then who shot, easily shot the other ppls too, and who is shooting the enemy, see the message(Cool it...) and stop firing, then if the enemy was a little good, and could manage to not reload, he probably killed the whole squad, or usually 1 or max. 2 ppl stay alive.
Mr_B.A.Baracus
Posts: 72
Joined: 2006-03-24 13:17

Post by Mr_B.A.Baracus »

The best map i've played wrt spawns (I can'y remember the name of it) is the one with the chinese vs USMC, a river running through the middle and each side has a chopper (BH and chinese equivelant), the USMC base with the chopper is way up on top a hill to the east and there's a wee town in the middle with a bridge over the river.

This map has the offset spawns, and it makes it much more realistic when capping flags, no enemies apearing behind you magically, etc. Imo, this is the way al the maps should be and I hope this is what you guys are working on! Cheers.
MoZo1
Posts: 33
Joined: 2006-06-26 14:36

Post by MoZo1 »

DEDMON5811 wrote:I have already offset all my spawn points in my map away from the flag, Reinforcements would never come right on a target they would fight their way back in. Also it cuts down on the lame spawn camping that occurs.
Another way: disable the spawn at the flags under capture, and 10 sec after it, cause an enemy may run out of the capturing area, and right back for something. UT2004 uses the same method, and it works well. This would make fights for flags, instead of capture with spawncamping. And better: it's interesting if the 2 team reaches the other's flag at the same time, and this offers a lot of tactics.
blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

That would put the favor in the hands of the attackers. The attackers already had to make their way all the way to that flag, and the defenders need that spawn to spawn at in order to defend properly. If you disable spawns when enemies are near a flag, then offense would always be a safer bet than defense. So, bye bye defense if you do that.
MoZo1
Posts: 33
Joined: 2006-06-26 14:36

Post by MoZo1 »

Yes, first it's like that, but if you think through, defense is not when the enemy is inside the base, and you spawn next to it, but to keep it out of the base.

For long, 2 things can happen:
1. The enemy kills all of your attacker, and at least 1 man can succesfully interfere with your spawning: nobody can spawn at that point, so a real war is going for it while a team can clear it long enough. Points behind it won't be attackable, so each team can spawn at the next point.
2. Each team attack succesfully, and kill the defending enemyes: defenders will spawn backer by 1 point, and there will be a last man standing battle. The team that can get back its point earlyer can send backup for the attackers.

And what's it now:
The 2nd half of a capture is the same with the white flag, but it's notlong enough to make any combat. But in the 1st half of a capture, everybody spawn a point what is captured. Then there are 2 cases again:
1. The enemy is an average team, and you spawn among them, so you shot everything, and it's only luck to shot down an enemy, be shot down, TK or beink TKed.
2. The enemy have some special players in the attacker team just called "Llame spawncampers": they know exactly where are the spawn points, areas, which direction will you stand, etc., and how they have to position themself to kill just spawned ppls from backward, or on another crappy way. Then you won't see it, just hear a shot, and you will have to wait other 1 or 2× 30 sec.
Last edited by MoZo1 on 2006-12-21 20:31, edited 1 time in total.
Post Reply

Return to “PR:BF2 Suggestions”