Overhaul on the Spawn System
Posted: 2015-07-12 01:19
There is something that is bugging me since 1.0: It's the spammy nature PR turned too. Fights are still tactical with thoughts, but they are always constant. Which is no wonder, since everbody is playing on the same maps of pre-1.0, but with 34 more player (yes they are new ones). And this spammness it due the nature of the maps. They have one route of flags everbody hangles along and so 50 people hit another team of 50 on a choke point. The issue is present specially on 1km? maps, but also on 2km? maps. Not so on 4km? ones.
Often these maps have a small area of were fights happen. Some examples are Muttrah, which has a lot of area that is simply water and hill. So fights focus on a small front line that is being pushed through the city. There is not much room for flanking due the high amount of people present in this area. This issue can also be experienced on other maps, such as Asad or Gaza.
Dont get me wrong - and I will get to the point as I stated in the title - I dont think we need to change the map to fix this issue. I think it boils down to the current spawn system. The issue is not that it gets spammy in general here. War is spammy. But its the constant stream of enemies that will get you a headache. You simply cant catch a break anymore.
What happens in a real skirmish fight? Shit is going on everywhere, people are shooting to supress, it's hectic. But what if it's over? There is silence. At least for a while. Enemies retreat and have to regroup and replan what their next step is. While it allows you to take a break yourself and regroup, reload, restock, etc...
But its not like this anymore. It used to be, but with the additional players and the changes made with 1.0 on the spawning system its a non-stop constant action going on. A defeated squad simply re-spawns on the one of many spawning positions and run up ahead to your positions again, and again, and again. At some point you will get defeated. There is no more real 'victory'-feeling when you won a nerve wrecking skirmish. You know that the enemies will come back for you. So you have to hurry up, get the revives going, get your squad resupplied and prepare for the next fight within 2 minutes maybe.
So here is my suggestion to overhaul the spawn system entirely:
FOBs-/Hideout Mechanics
For FOBs (all spawn points from factions that require actual crates to build. So no Hideouts):
Reasoning
Here my reasoning for the various changes.
[1]: Its hard to attack a fob if the enemies can simply respawn in your face. The overrun distance is so short. I had a situation on saarema where my squad of 8 where fighting 2 squads of 8. We were able to eliminate them all and made a push onto their fob. They simply respawnd basically in our faces and killed us this time. It simply didnt feel right. Then we respawned and tried to attack this fob again (it was crucuial for their attack on our flag, so it had to be taken out). We took a flank but ran into a different squad we were able to kill. Which, you guessed it, respawned and walked up to us again. We were so close to the fob again but got pushed back out. In the end we were only able to destroy the fob by placing an area attack on it. I made a quick drawing of that first skirmish:
As you can see. The FOB positions are marked in the respective color. We were able to push onto the tree line in front of the village. That's within of 150m of their fob. They simply respawned in our faces.
I had many of these situation, that's why I suggest an overrun distance based on the mapsize and the amount of people within a certain range. That allows sneaker to sneek onto a FOB to take it out without it being overrun across the map and squads dont have to deal with enemies spawning right in their faces.
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[2]: This is mainly a mandatory change for balance reasons of [1]. It prevents one attacking squad to overrun the entire enemy firebases if they are build to closely to each other.
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[3]: I suggest different values fore Hideouts because of mainly 2 points: They don't require crates and in insurgency, insurgents can re-spawn unlimited amount of times due no tickets.
First: No crates makes it super easy for a faction to set up their spawns. Just put down a hideout somewhere. Only a radio and shovel is required. No logistic network to worry about. Which makes it super easy for said factions to simply rebuild a hideout in a different position if one gets taken out / overrun.
Second: Insurgency has this one feature that insurgents dont have tickets. Which is nice itself, but faces blufor a big problem. For them to take out a cache they need (besides a lucky cache spawn) to secure the surrounding area and mostly got off the enemy reinforcement. If they dont cut it off, the enemies simply respawn all over again without a real punishment. Making it really hard for blufor. That's also the reason why blufor armor stacks up so many kills. My suggestion makes it easier for blufor infantry to go against the reinforcement of their enemies. In theory they can cut off the enemy reinforcement and then kill the remaining enemies defending the cache and take it out. While insurgents have to worry more about their reinforcements and actual think about not dying, instead of simply "Hurrr, durrr, lets respawn, again, and again, and again...".
Even tho I think this fill not fix insurgency as a whole...
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[4] This, I think, is the biggest factor why the game became so spammy with 1.0. Rallies can be placed permantly on so many spots. Just look at the coverage on Muttrah City by flags alone:
In these spots you can put down rallies and they'll stay permanent if you have said flag. ZERO support via logistics needed. Then why did you remove flags on spawn? Its basically the same, but even better: you can hide your rally point in a corner anywhere in that range. You dont even have to spawn directly on the flag! Same with rally points within fob ranges: Why? Why not have the fob act as the spawn point as it is intended. Why are rallies permanent over there? Overall I think this rally point mechanic introduced with 1.0 made the #1 reason why you cant catch a god damn break in this game anymore. We had permanent rallies befor and it was changed. And I liked this change. It was a step forwards to a more tactical and slow paced gameplay. The rally point change with 1.0 on the other hand I consider a step back again.
The only thing I like tho: Have rallies be permanent around APC/IFVs. That's perfect. The APCs/IFVs can stay back on an assault to support you from distance while you can assault. Offering you a respawn point when you fail. And its fair. An APCs has to move at some point, because it is becoming increasingly a easier target. Standing still for too long will most likley result in the death of the APC. Maybe one thought would be to lower the range for the rally to be near the APC for it to become permanent.
Conclusion
Ofcourse I havent eaten the truth with spoons. So feel free to suggest different values or even other ideas. Maybe competly different, maybe based upon my suggestions. But what I see needs to change is that the game becomes a bit less spammy. 100p is a welcome change, but together with the spawn changes it made it so spammy that I feel back at Strike at Karkand often. Just missing that constant in-game voice spam.
So please DEVs, take my suggestion and have some thoughts on it. PR is a slower game and not a CoD. But of course not a walking simulator such as arma. But in ArmA you can actually catch a break after a firefight.
Often these maps have a small area of were fights happen. Some examples are Muttrah, which has a lot of area that is simply water and hill. So fights focus on a small front line that is being pushed through the city. There is not much room for flanking due the high amount of people present in this area. This issue can also be experienced on other maps, such as Asad or Gaza.
Dont get me wrong - and I will get to the point as I stated in the title - I dont think we need to change the map to fix this issue. I think it boils down to the current spawn system. The issue is not that it gets spammy in general here. War is spammy. But its the constant stream of enemies that will get you a headache. You simply cant catch a break anymore.
What happens in a real skirmish fight? Shit is going on everywhere, people are shooting to supress, it's hectic. But what if it's over? There is silence. At least for a while. Enemies retreat and have to regroup and replan what their next step is. While it allows you to take a break yourself and regroup, reload, restock, etc...
But its not like this anymore. It used to be, but with the additional players and the changes made with 1.0 on the spawning system its a non-stop constant action going on. A defeated squad simply re-spawns on the one of many spawning positions and run up ahead to your positions again, and again, and again. At some point you will get defeated. There is no more real 'victory'-feeling when you won a nerve wrecking skirmish. You know that the enemies will come back for you. So you have to hurry up, get the revives going, get your squad resupplied and prepare for the next fight within 2 minutes maybe.
So here is my suggestion to overhaul the spawn system entirely:
FOBs-/Hideout Mechanics
For FOBs (all spawn points from factions that require actual crates to build. So no Hideouts):
- Have the following overrun ranges: 2 enemies within 1 small grid; 4 enemies within 2 small grids; 6+ enemies within 3 small grids (1 large grid).[1]
- Have the following build distances between fobs: 1km? - 100m; 2km? - 200m; 4km? - 300m[2]
- Lower the range for assets on 1km? to be within 100m of the fob. Keep them at 200m for the other map sizes.
- Have the following overrun ranges: 2 enemies within 1 small grid; 4 enemies within 3 small grids, 6+ enemies within 6 small grids (1 large grid).
- Have the following build distances: 1km? - 75m; 2km? - 150m; 4km? - 300m
- Remove the perm rallies around: flags and fobs. Leave them for APCs.[4]
- Keep the reload times as they are know, including the penality if the rally is overrun.
Reasoning
Here my reasoning for the various changes.
[1]: Its hard to attack a fob if the enemies can simply respawn in your face. The overrun distance is so short. I had a situation on saarema where my squad of 8 where fighting 2 squads of 8. We were able to eliminate them all and made a push onto their fob. They simply respawnd basically in our faces and killed us this time. It simply didnt feel right. Then we respawned and tried to attack this fob again (it was crucuial for their attack on our flag, so it had to be taken out). We took a flank but ran into a different squad we were able to kill. Which, you guessed it, respawned and walked up to us again. We were so close to the fob again but got pushed back out. In the end we were only able to destroy the fob by placing an area attack on it. I made a quick drawing of that first skirmish:

I had many of these situation, that's why I suggest an overrun distance based on the mapsize and the amount of people within a certain range. That allows sneaker to sneek onto a FOB to take it out without it being overrun across the map and squads dont have to deal with enemies spawning right in their faces.
-------------------------------
[2]: This is mainly a mandatory change for balance reasons of [1]. It prevents one attacking squad to overrun the entire enemy firebases if they are build to closely to each other.
-------------------------------
[3]: I suggest different values fore Hideouts because of mainly 2 points: They don't require crates and in insurgency, insurgents can re-spawn unlimited amount of times due no tickets.
First: No crates makes it super easy for a faction to set up their spawns. Just put down a hideout somewhere. Only a radio and shovel is required. No logistic network to worry about. Which makes it super easy for said factions to simply rebuild a hideout in a different position if one gets taken out / overrun.
Second: Insurgency has this one feature that insurgents dont have tickets. Which is nice itself, but faces blufor a big problem. For them to take out a cache they need (besides a lucky cache spawn) to secure the surrounding area and mostly got off the enemy reinforcement. If they dont cut it off, the enemies simply respawn all over again without a real punishment. Making it really hard for blufor. That's also the reason why blufor armor stacks up so many kills. My suggestion makes it easier for blufor infantry to go against the reinforcement of their enemies. In theory they can cut off the enemy reinforcement and then kill the remaining enemies defending the cache and take it out. While insurgents have to worry more about their reinforcements and actual think about not dying, instead of simply "Hurrr, durrr, lets respawn, again, and again, and again...".
Even tho I think this fill not fix insurgency as a whole...
-------------------------------
[4] This, I think, is the biggest factor why the game became so spammy with 1.0. Rallies can be placed permantly on so many spots. Just look at the coverage on Muttrah City by flags alone:

The only thing I like tho: Have rallies be permanent around APC/IFVs. That's perfect. The APCs/IFVs can stay back on an assault to support you from distance while you can assault. Offering you a respawn point when you fail. And its fair. An APCs has to move at some point, because it is becoming increasingly a easier target. Standing still for too long will most likley result in the death of the APC. Maybe one thought would be to lower the range for the rally to be near the APC for it to become permanent.
Conclusion
Ofcourse I havent eaten the truth with spoons. So feel free to suggest different values or even other ideas. Maybe competly different, maybe based upon my suggestions. But what I see needs to change is that the game becomes a bit less spammy. 100p is a welcome change, but together with the spawn changes it made it so spammy that I feel back at Strike at Karkand often. Just missing that constant in-game voice spam.
So please DEVs, take my suggestion and have some thoughts on it. PR is a slower game and not a CoD. But of course not a walking simulator such as arma. But in ArmA you can actually catch a break after a firefight.