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Spawn times differ by distance from Main

Posted: 2010-06-04 17:09
by Redamare
I was thinking would it be possible to code in a spawn system depending upon how fare you are from your main???..

alot like Comand and control how the closer your fob is to the ( NOW center of the map )
the faster the other team looses tickets..

is it possible to set up some sort of spawn system so that the farther you are from your main and the closer you are to the enemys main the longer your spawn time...

my main idea for this is... to completly eliminate base rape issues.. Yes its not a huge issue anymore..

( On top of that, one down flaw from my idea is ... for AAS lets say on Yamalia the russian main is Right neer a capable flag... so it would be harder for the canadians to hold the flag ..)

just an idea what do you think?

ADDED**New idea i came up relevant to the main idea... **

Fob idea: could The farther out the fob is placed from the main.. the longer you have to wait before spawn on the fob. OR other way around maby .. the farther the Fob the shorter the time?

The enemy spawns in slower neer their enemys base but the people on the defending side take a shorter spawn time ... because its their main. to give them a chance to push out toward the flag they have to defend..

I really should make a little diagram ^_^ lol

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 17:43
by Dev1200
Sounds interesting, and would be realistically sound.


If you want to eliminate baserape, put a ~100m "Shield Barrier" around main bases. If they try to bomb the base, the bomb goes off outside of the shield.


Because of the amount of players in game, which is 32 players per side, I see no reason why certain servers promote baserape, and plainly tell victims of it to "Defend your main base then, lol". 32-6 = 26 The "Base defence" squads usually only last a few minutes, and eventually go on to doing something else.

"Dome of Death" simulates defenders, and I see no reason why there should be baserape on any server.


I put up a table on one of the "stop whining about baserape" posts, however I can't seem to find it. Basically, if you drive big red/garry into AlBasrah at the beginning of the map, you can effectively destroy ~65 tickets with 1 strike. 1 tank, 3 apcs, 1 scimitar, a couple trucks, and all the infantry inside those vehicles.

IMO, I don't see why you should be able to destroy 1/4 of all the tickets on the other team's side in one hit by unrealistically attacking the main base. You can argue that, well, they should have been defending it. Realistically, your right. But you can't spread =>32 people across 4 square kilometers looking for a cache/capturing flags/looking for the enemy firebase and defend your main base effectively.



Back to your topic, I agree =)

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 17:55
by PuffNStuff
<== THIS GUYS AGREES

on reverse tho, on yamalia it will be a lot harder to cap out Canada lol and vice versa

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 18:50
by Spec
It's not really needed, but it's logical and would fit quite well into the game.

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 19:01
by myles
This is very smart as we do kinda have a problem of people not caring too much about dying

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 19:06
by Zrix
I kinda like it. Seems like a reasonable idea to simulate supply lines and such, while keeping the regular spawn points. And it gives an edge to the team that's losing and getting pushed back.

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 21:11
by sweedensniiperr
or perhaps from map edge (other route)

Re: Spawn times differ by distance from Main

Posted: 2010-06-04 21:24
by ryan d ale
Getting out of the main as an insurgent on Fallujah is often a joke.

It also isn't fair that big red or gary or whatever can get tickets so easy by going into uncap.

Re: Spawn times differ by distance from Main

Posted: 2010-06-05 03:42
by Redamare
Zrix wrote:I kinda like it. Seems like a reasonable idea to simulate supply lines and such, while keeping the regular spawn points. And it gives an edge to the team that's losing and getting pushed back.
this is True ... it would help even the game out a bit more Yes it would be making capping cappable main bases VERY difficult but theres where the team work comes in handy... the more team work you use the better chance of livinging becomes... MABEY the idea could be used for FOBS. ....

"Fob idea could be The farther out the fob is the longer you have to wait before spawn on the fob ???? make any sense?"

Re: Spawn times differ by distance from Main

Posted: 2010-06-05 14:13
by Arnoldio
Good suggestion. It kind of works like a morale. Defend your main, more people will be delivered to help, further away, less "needed" you are.