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Insurgency spawnpoints

Posted: 2010-01-11 05:46
by Danthesandman
I’ve taken time out to search and have not found this already suggested (without spending a ridiculous amount of time.)

In insurgency mode I have found one issue that has always come up which is the insurgent/Taliban main being raped due to caches spawning close by. Also from the blufor side it makes things very difficult to choose a priority between the enemy that are pouring from a location that they cannot do anything about and cache which is their main objective (although, a lot of people don’t seem to get that).

What I propose is simple. Create a continually randomly respawning system based on the caches locations and remove a main base spawn completely. The insurgents can still have a location where a command post, kits and technical’s are kept and cannot be entered without going out of bounds but it does not have a spawn located in it. These spawns would work like the normal Taliban rally points but for the whole team. They can be over run and can be destroyed to deny the enemy a spawn in that location and intel points but another one will immediately spawn in another random location on the map.

Having them spawn on the same locations as the caches means no extra work apart from working out a way to stop caches and rallies spawning on the same spot which would probably destroy the first one. This would also act as a way to suggest that the enemy is integrated into the local populace; coming from different parts and having no real defined direction of approach. There may be the off chance that a rally and a cache will spawn right next to each other but it happens already with caches and one being unknown. Besides it wouldn’t be any worse than attack a firebase with crates that the enemy are repeatedly spawning on. With the dogboxes, they could stay but have the allowed amount reduced.

This idea is basically an attempt to reduce base rape and hide the insurgents in the city/country side better then the obvious base at the back of the map(which in real life would probably be bombed first(only speculating)).

And of anyone complains about spelling or grammar... BUGGER OF! It’s 42C down in oz and I’m frustrated enough as it is. :P

Re: Insurgency spawnpoints

Posted: 2010-01-11 21:33
by bloodthirsty_viking
i think it would have the same problem the random cache locations would have.. i think it would crash the server.. but i may be wrong...

other then that, i do kinda like it as it is... i think that the spawn on cache function- scince it gose away like.. 5 minutes after it is found, is ment to simulate the insurgents using the wepons as a fallback and a cach to shoot at americans/british with.

if it is found out about, they leave it- as in with no more spawns- but they can choose to defend it... its hard for me to explane on words, sorry...

perssonally, i like it better how it is.

Re: Insurgency spawnpoints

Posted: 2010-01-12 00:37
by badmojo420
I like it. It would be cool to have the same system for caches as for spawn points. For example, the mapper places a hundred possible spawn locations. And around 10 of them become active at the start of the round. But, like caches, as the blufor overrun them, another one pops up randomly. So there would only be X amount of spawn points (so it shouldn't crash the server) but there is still the randomness of spawning everywhere like we saw in 0.7, And the blufor can still neutralize a spawn where ever it may be.

Re: Insurgency spawnpoints

Posted: 2010-01-12 01:05
by BloodBane611
I like the idea, the question is whether the coding is possible. If it is, I think it would be a great improvement over the current spawn system.

Re: Insurgency spawnpoints

Posted: 2010-01-12 07:18
by illidur
no. the blufor could still camp the main.... most insurgents would want to utilize their assets and get camped when they try. the only person who can stop base campers are you. just dont spawn there. use hideouts and cache spawns. then kill the campers since you know they are there. i personally love campers because they are not going for the objective and land me easy kills. just dont come from the direction they are camping.

Re: Insurgency spawnpoints

Posted: 2010-01-20 05:28
by badmojo420
The more I think about this suggestion, the more i think it is exactly what insurgency needs. The whole advantage the real insurgents have over a conventional military is that they have nothing to lose. If they feel threatened, they just pick up and run somewhere else. But, with the current system, insurgents need to worry about building & securing spawn points. Which is fine if you have someone to dedicate their round to moving around the map, replacing all the destroyed hideouts. But, in most games you're left with a choice of either the main, a mosque, or a cache. The main and mosques usually being far away from the action or objective, so it's no surprise we have masses of people spawning on caches. Which leads to the UAV spotting the crowd, which leads to the coalition surrounding the cache, which leads to people being spawn killed, which leads to people asking for help at that cache, which leads to more people spawning into a death trap. It's a strange system in terms of insurgent tactics. When they should be disposable, the hideout almost becomes more important to defend than the caches. Because securing a point where you can attack the enemy from, is in my opinion more important than the actual cache. Perfect security of a cache just leads to the coalition sitting back and dropping artillery. Kills win for the insurgents, not a good defense.

Back when I started playing pr,(0.7) there were a lot of spawn points spread across Al Basrah. And the insurgent spawn times were shorter. Insurgents OWNED that city. You were foolish to venture into it alone, because even if 1 insurgent caught sight of you, you not only had to worry about killing him, but also the fact that he will spawn anywhere you try to run. It was a great system. It promoted teamwork on the coalition side, while giving the feeling of insurgents coming from everywhere. I can't remember any hideouts being built. They simply weren't needed and the focus could be directed towards locating and ambushing the enemy, destroying caches being a reward for a coalition team who fights their way into the chaos and secures some ground. Of course, like most good things in PR, it was ruined by the limitations of the BF2 engine. Because having so many spawns at the same time, crashed a lot of servers.

With a system of random rallypoints spread across the map, you would always have access to most areas of the map. Without having to worry about keeping your spawn points a secret. The insurgent mains and mosques would become less of a camp site during times of no intelligence. And as a mapper, it would give me more freedom in shaping the way the insurgents operate in the area. It could even be added on top of the current cache spawn points. Since, with so many possible spawn locations, the sight of a group of insurgents wouldn't automatically indicate a cache in the area.

Anyway, I've rambled on enough about this. Does anyone else have anything to add to this, or problems they foresee with such a system?