Minumum Spawn Distance for Insurgent Caches

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llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Minumum Spawn Distance for Insurgent Caches

Post by llPANCHOll »

Often after destroying a Cache another will spawn in close proximity to the one that was just destroyed.
Arty dropped on a Cache location often will destroy the cache and the next one to spawn as well.
Multiple occasions I have seen a Cache destroyed only to have another respawn at your feet.

This is a detrement to gameplay.

This has to have been reported yet I cant find it in the Known Bugs section or through multiple searches.
Last edited by llPANCHOll on 2009-04-18 13:11, edited 2 times in total.
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dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Minumum Spawn Distance for Insurgent Caches

Post by dbzao »

It's an issue, but not as easy to solve. Well, it's really annoying to solve actually :p

I will consider it.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Minumum Spawn Distance for Insurgent Caches

Post by Nimise »

Sorry for bump but I diddnt want to start a new topic.

I was thinking:
300M apart
400M from last one
200M from 3+ enemy
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Minumum Spawn Distance for Insurgent Caches

Post by mat552 »

200m from any enemy to be honest, and it shouldn't be able to spawn in the same location more than two or three times per round. There have been rounds of Archer which 8 of the caches spawned in the village, and the others spawned close to the village, or under the us positions overlooking the village. It's aggravating when a cache spawns directly in front of a squad of infantry, with absolutely zero possibilities for defense.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Minumum Spawn Distance for Insurgent Caches

Post by Psyrus »

I don't suppose a quadrant flag on the cache rand picker could be used, making it such that two active caches will not share the same quadrant of the map? Perhaps overly simplistic but I think it would serve for better use of the entire maps. I've seen rounds where six caches have been concentrated in one quadrant, which I suppose is ok at the end of the day, but I'd prefer to have a reasonably large spread between them.
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Minumum Spawn Distance for Insurgent Caches

Post by ankyle62 »

yeah it sucks but i dont think its bad enough to waste much time over fixing.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Minumum Spawn Distance for Insurgent Caches

Post by Nimise »

ankyle62 wrote:yeah it sucks but i dont think its bad enough to waste much time over fixing.
It is when arty strike kills 4 caches...
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Minumum Spawn Distance for Insurgent Caches

Post by ankyle62 »

never seen that, bad luck oh well.
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bad_nade
Support Technician
Posts: 1499
Joined: 2008-04-06 18:26
Location: Finland

Re: Minumum Spawn Distance for Insurgent Caches

Post by bad_nade »

Nimise wrote:It is when arty strike kills 4 caches...
I've seen that happen once on Archer. But those 4 caches were the only ones Americans managed to "find" and destroy in the whole round :D
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Minumum Spawn Distance for Insurgent Caches

Post by Nimise »

Psyrus wrote:I don't suppose a quadrant flag on the cache rand picker could be used, making it such that two active caches will not share the same quadrant of the map? Perhaps overly simplistic but I think it would serve for better use of the entire maps. I've seen rounds where six caches have been concentrated in one quadrant, which I suppose is ok at the end of the day, but I'd prefer to have a reasonably large spread between them.
That would be nice. A lot of times after destroying a cache they will build a FOB in the area then another cache spawns on top of it :(
Red Feniks
Posts: 53
Joined: 2009-06-10 09:58

Re: Minumum Spawn Distance for Insurgent Caches

Post by Red Feniks »

The only problem I guess is that recoding the caches program (their spawnpoints are randomly chosen from a list of hundreds of possible spawnpoints, if I'm not wrong, but don't quote me on this :p ) takes a hell of a lot of time, but i guess it can be possible...
I don't see it happening in any of the comming patches soon however, but yes, eventually, it should be solved somehow :)

To whoever will try to fix this: good luck, and, again, patience is a nice virtue :p

Greetings,
Red Feniks
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: Minumum Spawn Distance for Insurgent Caches

Post by BloodBane611 »

Yes, it's annoying, but how often do the BLUFOR win insurgent maps? I haven't seen insurgents lose a map in .874 EVER. Given, that's highly anecdotal, but I just don't think it's a big enough problem to reward the work, especially given that the time could be spent coding other cool new things for PR.
[R-CON]creepin - "because on the internet 0=1"
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Minumum Spawn Distance for Insurgent Caches

Post by Nimise »

BloodBane611 wrote:Yes, it's annoying, but how often do the BLUFOR win insurgent maps? I haven't seen insurgents lose a map in .874 EVER. Given, that's highly anecdotal, but I just don't think it's a big enough problem to reward the work, especially given that the time could be spent coding other cool new things for PR.
Thats a problem with the players not the game mode.
But I do think it would add a lot of variety. Instead of fighting in a village most of the time you could fight in other places more often.
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