Skirmish spawn points
Posted: 2010-06-05 03:44
As much as skirmish is designed to promote good squad play with no vehicles or FB's, would it perhaps be better to move the spawn point up as one side gains the upper hand?
I'm suggesting this after a couple of skirmish rounds where as my team gets close to the last enemy flag, the walking distance just increases expotentialy, turning a game of intense infantry combat into a stroll to the next flag.
As most (if not all?) skirmish maps are 4 flag affairs, why not create a spawn point on the first cap flag when the team captures their second and is now moving towards the final flag. So you end up with a middle flag that can be recapped by the enemy and held by your own forces, while the rest move on.
To make things fair (and to stop camping a spawn point), if your forces lose the second cap flag then your spawn point is removed, and that this spawn point can be represented as a firebase or rally point which can be destroyed by an infiltrating squad.
What do people think of this idea?
I'm suggesting this after a couple of skirmish rounds where as my team gets close to the last enemy flag, the walking distance just increases expotentialy, turning a game of intense infantry combat into a stroll to the next flag.
As most (if not all?) skirmish maps are 4 flag affairs, why not create a spawn point on the first cap flag when the team captures their second and is now moving towards the final flag. So you end up with a middle flag that can be recapped by the enemy and held by your own forces, while the rest move on.
To make things fair (and to stop camping a spawn point), if your forces lose the second cap flag then your spawn point is removed, and that this spawn point can be represented as a firebase or rally point which can be destroyed by an infiltrating squad.
What do people think of this idea?