Spawns

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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=HF=Spider
Posts: 2
Joined: 2007-03-15 18:36

Spawns

Post by =HF=Spider »

First off I have to say you guys have a great mod coming together here. I've only been playing a few weeks but have had great fun in playing.

The big thing that kind of turns me off from playing is the spawn timers for respawn. I've been reading a great deal on the forums and found that many people dislike the short spawn servers and tend to get a lot of flack when someone comes in here posting about the long spawn timers. So hopefully I won't get too much flack for making this post.

I have no complaints about the vehicle spawn timers or kit timers but I do feel that the respawn times should be adjusted. One of my suggestions that might satisfy both sides is just lowering the maximum attrition time from 30 secs (I think) down to either 20 seconds or 15 seconds. This way the PR gameplay is still preserved but it lowers amount of time a player is actually sitting at his desk idling.

Another suggestion is to rework the spawn timers so that players that die early after they respawn have a longer respawn time than those who stay alive for a longer period of time. I remember a game I used to play had a simliar respawn time (Delta Force: BHD).
If it can be done then it would work like so:
If you die within 30 secs or so of respawning you have like a 30-35 second respawn.
If you died within 1 min of spawning then you had a 25 second respawn.
If you died 2 mins of spawning then you had a 20-15 sec respawn.

I know this issue has been discussed in another thread but that has been locked but I felt that I needed to share my ideas.
[EtE]Ryanplatt
Posts: 60
Joined: 2007-01-30 18:38

Post by [EtE]Ryanplatt »

i think thats a sensible idea! :D
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eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Always need to point out to folks that respawn times in PR start at 0s. You have a 30 second "mandown" period during which you can be revived (unless you were headshotted) and we have left this very "unreal" element in because it contributes greatly to teamwork.

The problem from our perspective as devs who are also players is not that the respawn timers are too long... it's that as rounds progress longer and longer you can end up with very long respawn timers. We want longer rounds .. PR is not a 20minute round frag fest type of mod (or at least we don't want it to be). So if we had compelling rounds that lasted 60 to 120 minutes, it's inevitable that you end up with respawn timers that can make the long rounds less enjoyable.

As a result we're looking at some teamwork oriented ways that players can reduce their attrition penalties (the +1s penalty for each death we call an attrition penalty). However we have no plans to shorted the mandown period, nor to remove attrition penalties.
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=HF=Spider
Posts: 2
Joined: 2007-03-15 18:36

Post by =HF=Spider »

'[R-DEV wrote:eggman']Always need to point out to folks that respawn times in PR start at 0s. You have a 30 second "mandown" period during which you can be revived (unless you were headshotted) and we have left this very "unreal" element in because it contributes greatly to teamwork.

The problem from our perspective as devs who are also players is not that the respawn timers are too long... it's that as rounds progress longer and longer you can end up with very long respawn timers. We want longer rounds .. PR is not a 20minute round frag fest type of mod (or at least we don't want it to be). So if we had compelling rounds that lasted 60 to 120 minutes, it's inevitable that you end up with respawn timers that can make the long rounds less enjoyable.

As a result we're looking at some teamwork oriented ways that players can reduce their attrition penalties (the +1s penalty for each death we call an attrition penalty). However we have no plans to shorted the mandown period, nor to remove attrition penalties.
yes that is the reason why I posted this due to the fact that no matter how much of a teamplayer you are you still are going to accrue a large amount of attrition points during the long rounds. My suggestions were not to remove the penalties nor shorten the actual man down time, just lime the maximum amount of attrition points you could receive.

As a result we're looking at some teamwork oriented ways that players can reduce their attrition penalties (the +1s penalty for each death we call an attrition penalty).
That suggestion would probably work better than the suggestions I made so I retract my early post ;)
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