How spawning on SL should be reworked - My take on it

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Kojio
Posts: 1
Joined: 2005-08-14 06:15

How spawning on SL should be reworked - My take on it

Post by Kojio »

I think this is a simple and sweet solution that doesn't hinder realism OR fun, but kind of meets in the middle.

- Disable spawning at all cappable bases.

- Create a "No spawn zone" around each cappable base, that is large enough to encompass the strategic surroundings of the base itself. Increase the size of these zones for 32 and 64 player versions.

- The SL maintains being a spawnpoint, however if himself or any of his squad members enters the "No spawn zone," then it is removed. If any of his squad members dies within the "No spawn zone," then that member is still considered as being inside the zone until his body decays. In order to regain spawn functionality, the SL must remove all of his live troops from the zone and wait for any dead troops to decay over time.

- The "Critically Injured" or decay timer should be extended to 60 seconds.

- Also, not really on the subject of SL spawning, but soldiers should really have the ability to DRAG THEIR WOUNDED ACROSS THE GROUND AND BEHIND COVER. As a medic, I feel kind of silly running straight into enemy fire so I can crouch down and warm up the paddles!


You could also do some things the opposite way, and make the entire map a huge "No spawn zone" while cutting out certain areas that allow squad leaders to spawn their troops. These areas can be inside buildings that are a good distance away from any CPs.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I like that.

I think that you need to be at least a minute walk away from the flag radius, that should be the 'strategic' radius.

I like the thing with the squad members having to be out as well, it forces the squad to regroup and retreat if they want to be able to spawn on the leader.
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