A Spawn Point Discussion -1 reply

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Coopa

FH2 Supporter

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4th February 2005

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#1 16 years ago

OK, one of the thing that most takes away from the realism for me is the way people can spawn dead on the flag and the way they start straight in the battle. I'll use a few examples to try and illustrate my point At Omaha Beach, when the Allies get the bunkers after a hard slog, the battle turns into a killing fest at the two bunker doors (with artillery,grenades,mg's,rifles destroying anything that moves. IRL as far as I know, when the bunkers were taken the battle for a position was just about over and reinforcements were sparse for a small distance in land. The problem is that the defenders can reinforce the front line too easy and any kill is worthless as the victim reappears straight away to carry on fighting. Ive given it a lot of thought as making this work realistically would make this game head and shoulders above the rest. For Omaha Beach, you need something like the two bunkers being spawnable at or around and then the middle point being either spawnable then not spawnable when the two bunkers fall or not spawnable at all. Its the same for most Assualt maps, either someone captures a back point (which is not realistic) and then the assualting team wins generally, or they get slaughtered at the front bases. My ideas are basically reforms for the spawn system in each map (each will have to be assessed to get the best play, trying not to make too many long treks to the front line) There should be the main base spawn points and some crucial spawn points, and all other points should have spawn points at another point like along a road at the side of a map or at a bridge -head. I really am interested in your views, am I seeing a problem you dont see. Is this idea naff?




Myrddraal

Search function? Where?

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28th April 2004

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#2 16 years ago

Spawning "behind" the flag is a very good idea IMO. (1)___*1*(2)___[1]*2*(3)___[2]*3*___[3] *#* = Flag (#) = Axis Spawn [#] = Allied Spawn Just a very simple 3 flag representation of how it would work




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#3 16 years ago

I've brought this up before. There must be a difference between a flag and spawn point. Flags control the ticket bleed and represent vital positions/chokepoints/possessions (like a factory, etc). Spawn points should be in more logical locations: bases, villages, outposts. The game allows for spawns points to be separate from the flag. The game also allows for flags not to act as spawn points. I'd love to see flags in the middle of the map not being spawn points. And then the actual spawn points (bases, outposts) should have lots of transportation (trucks, jeeps, APCs). The soldiers would then need to transport themselves into battle. Since everyone will spawn at the spawn point, there are more chances of these transportation vehicles being filled up. And the enemy defending the flag will need to make sure it has reinforcements coming to help them, otherwise they all die, and the flag will be lost.




NoCoolOnesLeft

My Blood Is Olive Drab

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18th November 2003

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#4 16 years ago

Well, I like how XWWII did their spawn points. Instead of just magically spawning at the flag in question, you spawn back at main base. You can only ever spawn back at main base come to think of it, which is good, because it simulates real tactics like reinforcements and waves of attacks. It also promotes teamwork, as people have to stay behind and defend the flag or else all is lost.

It also solves a few problems. One example is trying to take a flag. If you approach a flag in FH in a tank, and you kill an infantryman he will just spawn back five seconds later with a Bazooka. In XWWII, that cant happen. Also, if you're trying to take a flag as an infantryman you dont have to play cat and mouse to find the last enemy left to make the flag go grey to your team, because more often than not that guy in question cant just keep coming back and harrasing you.

It would be hard to implement into FH, because most main spawns on maps are either ships or miles away from the other flags. With a little tweaking, I think FH could manage to do what XWWII did and it would solve a load of problems. I think it's a good idea, some may not but I think this is the key to addressing other issues currently in FH too.




Coopa

FH2 Supporter

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4th February 2005

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#5 16 years ago

I dont think it always has to be back at the main base. I think it can be done by APC's (if they spawn at the edge of the map, when you achieve a point) I definitely think there has to be a difference between a flag and a spawn point. Hopefully it would recreate people being less reckless with their lifes.




Admiral Donutz Advanced Member

Wanna go Double Dutch?

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9th December 2003

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#6 16 years ago

would be pretty could, shouldn't always be the main base but if ajusted t a map in question it would rule. :nodding: :moved: to suggestions




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#7 16 years ago

Main base + MSP APCs. Or, failing that, for the love of god spawn ppl at a 5-10 second hike from the flag.




A$$A$$IN

All Eyes On Me

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7th July 2004

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#8 16 years ago

I really like the idea of only spawwning at main bases, all that needs to be done is add more apc/trucks/jeeps near the basees to aviod long walks on larger maps.




Coopa

FH2 Supporter

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4th February 2005

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#9 16 years ago

Yeah I am sure it would have to be implimented seperately for the style and context of each map.




Ohioan

Not Wise Shitashi - Cheston

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6th October 2003

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#10 16 years ago

NoCoolOnesLeftWell, I like how XWWII did their spawn points. Instead of just magically spawning at the flag in question, you spawn back at main base. You can only ever spawn back at main base come to think of it, which is good, because it simulates real tactics like reinforcements and waves of attacks. It also promotes teamwork, as people have to stay behind and defend the flag or else all is lost.

It also solves a few problems. One example is trying to take a flag. If you approach a flag in FH in a tank, and you kill an infantryman he will just spawn back five seconds later with a Bazooka. In XWWII, that cant happen. Also, if you're trying to take a flag as an infantryman you dont have to play cat and mouse to find the last enemy left to make the flag go grey to your team, because more often than not that guy in question cant just keep coming back and harrasing you.

It would be hard to implement into FH, because most main spawns on maps are either ships or miles away from the other flags. With a little tweaking, I think FH could manage to do what XWWII did and it would solve a load of problems. I think it's a good idea, some may not but I think this is the key to addressing other issues currently in FH too.

It creates more problems then it solves. People DONT stay back and defend flags, so you have jeep-crusaders charging to back flags. Also, if there's no vehicles left at the main spawn, you are royally fuxx0red until one spawns, and depending on the map, that could be a while. This is one thing I hate about XWW2, because the whole "action" thing that I want to do while playing WW2 games is set aside for the whole "logistics" thing that I could live without. I want to jump in and see action, not jump in and wait for a vehicle to spawn and then slowly move to a flag which will likely be either ignored or blitzkrieged.