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Solving the debate on spawn times

Posted: 2007-07-22 13:14
by Flan
straight to the point.
vehicle spawn times are a problem whether too high or too low.

my idea is to keep spawn times as they are make vehicle wrecks repairable (obviously not if they have completely disintegrated. therefore all is not lost when the teams only chopper goes down and a repair crew can be sent in while backed up by team mates. this way there would be alot less waiting around at vehicle spawns without a purpose, even if a repair vehicle (or even the current support vehicle) could be used, it would be a nice addition if it was possible.

Unrealistic? you think real vehicles are left out on the battlefield where their parts can be used to the advantage of the opposing force?

Posted: 2007-07-22 13:20
by ArmedDrunk&Angry
The problem with that is it requires all new models.
It is a good idea, add tank recovery vehicles and a repair shop built by the CO.
I don't see it happening any time soon though.

Posted: 2007-07-22 13:36
by 106th SOAR pliot
seems good but theres a way to keep helos and other important vehicles safe from enemy intel *Places 2 SLAMs on black hawk*

Posted: 2007-07-22 13:51
by ArmedDrunk&Angry
I would also point out that there is not a "debate".

The people who make the game think long spawn times lead to the sort of gameplay they are trying to achieve.

This is not a democracy and we have no say in how the game is made although in my experience, good ideas, whatever their source, are welcomed by the DEVs.

Posted: 2007-07-22 14:03
by daranz
Sounds logical. Crashing behind enemy lines would mean you'd have to fight your way to the wreck and fix it before the enemy managed to blow it up (or cannibalize it for spawn tickets, maybe?). It would mean having something to do on Kashan when you lose all your combat vehicles and are getting gangraped by the other team for 20 minutes until you can get them back.

Posted: 2007-07-22 14:11
by system
You're telling me that it's realistic to repair an APC that's been shot by 2 tank rounds? Riiight.

Posted: 2007-07-22 14:23
by Outlawz7
Well, I dont see how you could retrieve anything from a tank blasted apart by laser guided missile...except for the useless 50 tons of armor, which you probably dont have the technology to recycle and re-use...

Posted: 2007-07-22 14:28
by system
Outlawz wrote:Well, I dont see how you could retrieve anything from a tank blasted apart by laser guided missile...except for the useless 50 tons of armor, which you probably dont have the technology to recycle and re-use...
My point exactly :D

Posted: 2007-07-22 15:30
by El_Vikingo
x2, using manpower to fetch charred wrecks? Unless you're David Blaine, there's no way you can revive a tank.

Posted: 2007-07-22 15:48
by Jarven
El_Vikingo wrote:x2, using manpower to fetch charred wrecks? Unless you're David Blaine, there's no way you can revive a tank.
Shock paddles.

Posted: 2007-07-22 19:23
by AnRK
Yeah seems a little stupid, I think the mod is very lenient when it comes to armour in the first place in terms of how easily repairable it is.

As for the game being a democracy, if people didn't agree with the way it played no one would spend their time on it. ;-)

Posted: 2007-07-22 19:32
by Wasteland
Well, this is how it works in ArmA, so I vote yes.

:D

Posted: 2007-07-22 19:40
by Sandboxwolf
why not just set it for a few special situations? *if possible* like if a saxon is hit by an rpg it still has a chance to recover, but an a10 hitting a technical the technical would have no chance to survive. and you could make it so the vehicle stays out there and doesnt respawn after a really long time if no one tries to get it, that would encourage people to value vehicles even more and to encourage them to recover them so they can be an asset in the battle again. this is a really cool idea and i think it should be implemented into pr anytime as long as it can be done. :D :26_suicid i would die if this was not implemented in atleast ANY way in pr at ANY time! this is just too good of an idea!

Posted: 2007-07-22 19:47
by HABO3
Flan wrote:straight to the point.
vehicle spawn times are a problem whether too high or too low.

my idea is to keep spawn times as they are make vehicle wrecks repairable (obviously not if they have completely disintegrated. therefore all is not lost when the teams only chopper goes down and a repair crew can be sent in while backed up by team mates. this way there would be alot less waiting around at vehicle spawns without a purpose, even if a repair vehicle (or even the current support vehicle) could be used, it would be a nice addition if it was possible.

Unrealistic? you think real vehicles are left out on the battlefield where their parts can be used to the advantage of the opposing force?
Please tell me what you read/saw that spurred this idea? I'm honestly curious.

Posted: 2007-07-22 19:50
by blud
What debate?

Posted: 2007-07-22 20:17
by eggman
There's no repairing a Jeep that's been hit by a 120mm cannon ;)

While technically possible, even on a vehicle by vehicle basis, it just doesn't make any sense that obliterated vehicles can be repaired.

And there's no possibility to determine if it was made a wreck by a "big" weapon it's not repairable versus a "small" weapon it is repairable.

We really don't want PR to be a "grab a tank, get it blowed up, grab another one" sort of game play experience. We want the assets to be very powerful and losing them to have a major impact on your team.

Currently on Kashan we are experimenting with some vehicle respawn timers stuff. At the start of the round there is roughly the following at the outposts NONE of which respawn.

4 x tanks
2 x APCs
2 x AAVs
2 x Support Jeeps
2 x Transport Jeeps
1 x dirtbike

.. that is a LOT of vehicles. Assume that half the tanks are 1 man, the AAVs are 1 man, the APCs have a full squad each, the jeeps have 4 to 6 players each and the support jeeps have a player or two in them... that's about a full 32 player team of vehicles seats (not including the Commander, the 2 jeeps at the main and the scout helicopter at the main).

20 minutes later at the mains, the exact same set of vehicles respawn. So another ~ 32 player spots worth of vehicles are available at the main. There is now also either attack helicopters or jets in addition to at least 1 transport helicopter.

Of those that spawn at the main, most of them are set so that 20 minutes later if any of the original ones spawned at the main are still alive, yet ANOTHER vehicle will spawn there.

(to explain that a bit more: if tank spawn spot #1's tank is still alive when the respawn timer kicks over, another tank will spawn so you have 2 from that same tank spawner; BF2 calls this "MaxNrObjectSpawned" and this refers to the maximum number of objects CONCURRENTLY spawned, not the maxNr that will be produced by that spawner).

So it's possible to have a completely new set of vehicles spawn in addition to the 32 player spots worth of vehicles already spawned.

==

If anything what you'll probably see in the future is very long spawn timers, and more use of the MaxNrObjectSpawned. The idea being that this parameter rewards teams who keep assets alive.

Posted: 2007-07-22 20:38
by tekkyy
Wait. I don't understand how more use of MaxNrObjectSpawned reward teams that keep assets alive.

Shouldn't it be ignore the number of objects already spawned instead?

That way the team that keeps things alive can have unlimited number of tanks. The team which is totally reckless get 1 tank every respawn and only have 1 tank at any one time. ;)

Posted: 2007-07-22 21:09
by eggman
An object spawner in BF2 will spawn 1 object unless you define that otherwise with MaxNrObjectSpawned.

So when the timer comes up, if the first object is still alive, a second object will not spawn. When you are talking about 20 minute spawn timers what we want to do is reward a team that has kept vehicles alive for 20+ minutes with a second vehicle from that same spawner.

By setting MaxNrObjectSpawned to 2 we reward teams with a second tank from the same spawner so that you can end up with quite a few more vehicles in the field than were originally placed on the map.

Posted: 2007-07-23 16:52
by tekkyy
Oh I see so thats how it work.
With "very long spawn timers" I hope you would experiment with large MaxNrObjectSpawned.

Posted: 2007-07-23 18:38
by eggman
Kept it at 2 fer now, will see how it goes. This is why you can sometimes see 2 x A10s (or Su25s) in the air on Kashan