A Spawn Point Discussion -1 reply

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SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#11 16 years ago

I agree with ohioan, I believe that spawns give flags their intrinsic value. for example, if you were fighting on a map which had two flags in the middle , and of those flags, only one had spawns, which one would you go after first? flags that have no spawns have no strategic value other than the point allotment which the mapper gives them. in other words, "whats the freakin point of dying over there at that flag that has no spawns? when I get shot, im just going to have to hoof it all the way back there and I'll probably die again. and again." now there is a concievable advantage to minimizing spawns at flags, however. I would think that such a setup on a map would produce more "groups" of soldiers since everyone wont be spawning all over the place. but I dont know how pronounced this moght be.




General Rommel

BF2 Files Staff

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24th October 2004

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#12 16 years ago

In vietnam it would be cooler if the people diedent parachute out the heli it would be cool if they just landed. You know get the feeling your in the real vietnam war. Ya know? Everyone does. jeez




Karst

I chose an eternity of this

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6th January 2005

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#13 16 years ago
OhioanIt 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.

You have a good point there, i think always the main bse is just too far......imagine that on Gazala, it would take forever to get to any base after you've spawned. Instead i suggest you start somewhere close to each flag, like if the flag is in a village, you spawn in shacks and houses slightly outside, under cover so you can't be spawncamped. That way it would take a little while to get to the base but you don't need transportation and you see action quickly.




Maxa

┬░_o

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11th February 2005

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#14 16 years ago
CoopaYeah I am sure it would have to be implimented seperately for the style and context of each map.

Omaha Beach would be the perfect (and only?) example for people not necessarily spawning at flags. It's just too easy to defend for Axis when the bunkers have been captured by Allied, maybe if Axis didn't spawn so close to the bunkers (2nd northest flag) Allied would have a chance




NoCoolOnesLeft

My Blood Is Olive Drab

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18th November 2003

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#15 16 years ago
general rammelIn vietnam it would be cooler if the people diedent parachute out the heli it would be cool if they just landed. You know get the feeling your in the real vietnam war. Ya know? Everyone does. jeez

Erm....

What?




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#16 16 years ago
SacredLizardI agree with ohioan, I believe that spawns give flags their intrinsic value. for example, if you were fighting on a map which had two flags in the middle , and of those flags, only one had spawns, which one would you go after first? flags that have no spawns have no strategic value other than the point allotment which the mapper gives them. in other words, "whats the freakin point of dying over there at that flag that has no spawns? when I get shot, im just going to have to hoof it all the way back there and I'll probably die again. and again." now there is a concievable advantage to minimizing spawns at flags, however. I would think that such a setup on a map would produce more "groups" of soldiers since everyone wont be spawning all over the place. but I dont know how pronounced this moght be.

Flags, control ticket bleed. If you don't have that "useless" non-spawnable flag, you won't have the ticket bleed and your team will lose. If you don't care that your team loses.... then cya :cya:




Coopa

FH2 Supporter

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4th February 2005

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#17 16 years ago

Thats a good point, hydraSlav Is there the possibility of objects (like tents) spawning after a base is captured as if say a hasty looking camp appeared a little away from the base and that would be the spawn point. Alternately all spawn points could have a wide capturable area (it would be better if you could contest from a certain distance, but to capture you would have to be closer) This would mean that there would not be the "useless kills" when you are killing defenders and they just appear there a minute later.




Tas

Serious business brigade

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3rd September 2004

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#18 16 years ago
'[SYN hydraSlav']Flags, control ticket bleed. If you don't have that "useless" non-spawnable flag, you won't have the ticket bleed and your team will lose. If you don't care that your team loses.... then cya :cya:

I agree eekx.gif Anyone that doesnt care about the ticket bleed and therefor for their team shouldnt be playing FH.. It would also cut down on the basecamping, as transit time from main to main would be quite long. People would have to defend their points as they cant just spawn at a nearby flag and cap it back.. Or players out in the field get killed by tank en-route to their spawn, they cant just spawn as a bazooka noob and wait for the tank to turn the corner.. Changing FH like this will take it another step away from what bf1942 was, wich is a good thing in my opinion.. but we all know what the devs think about somewhat unpopular changes roll%20eyes%20%28sarcastic%29.gif Like class limits.. I do hope this gets into FH tho.. even if ill have to wait till FH2. :beer:




Dime_a_Dozen

FH Dev Team Member

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31st December 2002

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#19 16 years ago

Again, "the devs" do not include all devs. At the current time, we've found more problems with class limits than the current system with the current engine. This is not to say that all of us are happy with the current system either. I know we will be looking at class structure, kit loadouts, etc for 0.7, so we will discuss this possibility again.

Also, designating an area for spawns away from the flag IMO doesn't really end the threat of camping spawns. It'll be clear to everyone where this spawn point is. What about a mobile spawn point, perhaps if not a vehicle but by an item in a pickup officer's kit? There would perhaps be one or a couple at the main base and someone would need to bring it forward to maintain an advance spawn.




Arisaka

Staff suffers from PCD

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16th August 2004

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#20 16 years ago

i really like the deployable spawnpoint-part, as seen in the Mission series-maps. increasing the number of different spawn points connected to each flag might also be a solution, as the camper can not know which building, and which story the people are going to spawn, and can therefor easily get on the receiving end.

it will be exiting to see what you end up with.