Page 1 of 2

Spawntime when teamkilled

Posted: 2007-08-11 15:30
by l|Bubba|l
Would be nice if a death by a teammate would be a little like getting shot as a civilian.

- No lasting 1 second penality for that death.
- One-off lowered spawntime like 20 seconds instead of 30.

Another little suggestion would be a slightly lowered spawntime when you die one or maybe two seconds after your spawn.

Could'd find anything releated to this.
There are only 3 threads with the word spawntime in it.

Posted: 2007-08-11 16:57
by Longbow*
I say no . It may be exploited .

Posted: 2007-08-11 17:00
by Skullening.Chris
Hehe, normally I'd say no, but lately with being killed more by teammates than by enemies...

Posted: 2007-08-11 17:13
by l|Bubba|l
Longbow* wrote:I say no . It may be exploited .
In which way?

Posted: 2007-08-11 17:13
by Tumppu4321
I don't like the lower spawn time idea, but I like the idea of no penalty.

Posted: 2007-08-11 17:32
by Expendable Grunt
No penalty for the win.

Posted: 2007-08-11 17:45
by Longbow*
l|Bubba|l wrote:In which way?
Squad gets in the situation when probably all of them will be killed and their RP\APC\Bunker will be destroyed before they will spawn ( being attacked by a choper , etc . Flag will be lost , squad will have to start from main base. One squad member sacrifice his score and TK's his own squad . Squad gets small spawn time 15-20 minutes , regrup and take out enemy threat .
Not as dangerous for public , but for clanwars, where win is everything\main goal .

Posted: 2007-08-11 18:03
by l|Bubba|l
I'am not talking about 15-20 seconds, I'am talking about 20 or more seconds.
Just a little bit to appease the victim.

Posted: 2007-08-11 18:13
by Expendable Grunt
Longbow* wrote:Squad gets in the situation when probably all of them will be killed and their RP\APC\Bunker will be destroyed before they will spawn ( being attacked by a choper , etc . Flag will be lost , squad will have to start from main base. One squad member sacrifice his score and TK's his own squad . Squad gets small spawn time 15-20 minutes , regrup and take out enemy threat .
Not as dangerous for public , but for clanwars, where win is everything\main goal .
So while they're at base, they get TK'd, respawn 20 seconds later at main base.

Posted: 2007-08-11 19:50
by Longbow*
Expendable Grunt wrote:So while they're at base, they get TK'd, respawn 20 seconds later at main base.
You didn't get my point . I mean , with usual spawn time around 45 seconds their RP will be destroyed , while in 20 seconds it will still be available to respawn and probably unseen ( because it takes time to find an RP ) . And when they all will spawn with full health ... yes , sounds a bit stupid but there is a posibility to exploit lower spawn times .

Posted: 2007-08-11 21:03
by l|Bubba|l
Longbow* wrote:You didn't get my point . I mean , with usual spawn time around 45 seconds their RP will be destroyed , while in 20 seconds it will still be available to respawn and probably unseen ( because it takes time to find an RP ) . And when they all will spawn with full health ... yes , sounds a bit stupid but there is a posibility to exploit lower spawn times .
Ordinary spawntime is
31 + penalty seconds

Suggested spawntime when teamkilled is
21 + penalty seconds

Only the one penalty second for the teamkill dosen't count.

In your example it would 34 instead of 45.

Posted: 2007-08-11 21:13
by .:iGi:. Greg
I like the idea put forward by the OP. Considering the huge amount of TKs now, it would be a good idea to give the teamkillee a lesser spawn time.

I do agree it could also be exploited, but most servers have kicks for a number of tks or negative scores, so the chances are that if a squad needs to respawn quick and one member kills the rest, then he most likely may get kicked or instabanned. Not really a chance they would take I think.

Posted: 2007-08-11 21:41
by Waaah_Wah
I argee with the OP

Posted: 2007-08-11 22:56
by ZaZZo
To prevent it from exploited in clanwars and the like you could just make a rule against it.

I completely agree with this necause I get killeed more by friendly fire than enemy fire nowadays.

Posted: 2007-08-12 00:03
by Longbow*
ZaZZo wrote:To prevent it from exploited in clanwars and the like you could just make a rule against it.

I completely agree with this necause I get killeed more by friendly fire than enemy fire nowadays.
"BF2 - the only game where teammates are more dangerous then enemy" (c) SargeV1.4 from bf2s.com

:lol:

Posted: 2007-08-12 00:44
by Outlawz7
How about -1-3 second spawn?

Posted: 2007-08-12 00:55
by Waaah_Wah
Lol that would stop all these punishes :)









... Or not

Posted: 2007-08-12 09:11
by OldSchoolSoldier
A higher spawn time would force team killers to check their targets first!

Posted: 2007-08-12 09:38
by Ghostrider
If I had to choose, I would accumulate penalties for the teamkiller, so that when he dies, he would take a significant amount of time to spawn back.

I think that not adding that extra second to the spawn timer of the victim can be a good idea as well.

I wouldnt lower the spawn timer below the default 30s for TK victims because I believe that many players would start to get reckless, because they would have a lower spawn time i they get tked or something. Sometimes they just get in the way of a good squad because they're playing like vBF2, so raising the spawn timers also has its consequences because good squads can end up being penalized because of noobs that just run into the room when someone says "Fire in the hole!"


-Ghost

Posted: 2007-08-12 09:43
by Dunehunter
The teamkiller already gets a longer spawn time, so the guy who took out the rest of his squad would have a rather long waiting time when he dies.