Nice new FH2 building static; I noticed the attempt at a building spawn that's more difficult to rape, and recall a discussion on the WOLF forums recently about whether or not it's acceptable for people to throw satchels downstairs in the building. However, as was pointed out in the newsupdate, it's not a perfect solution (i.e. people could still shoot into windows/doors.)
If you have spawn points inside buildings, why not make them completely unrapeable? There is no reason whatsoever that I can think of to allow people in a static spawn point to kill someone right as they spawn.
Ideal for spawn points in buildings, bunkers or trenches, would be a cellar spawn, à la Pavlov, but with ABC around the _top_ of the stairs, and containing walls or some sort of zig-zag hallway so you couldn't throw grenades or satchels downstairs.
Players would spawn underground, or in a windowless room, and have to go around, say, two corners or up a stair and around a corner before passing through 2-3 ABC-protected exits (so you can't just keep shooting in one door.) Separate the flag capture and spawn zones (like most BF2 maps already do, I believe) and this prevents enemy players from timing their shots by group spawns and turning spawn points into a killing zone (aka the bofors at flag 2 on Kiew.)
This'd let you have a protected spawn point in a relatively small physical area, giving defenders a chance to sneak away, without creating an invincible virtually uncappable flag.
(And of course here's to hoping the devs work far more with dynamic, mobile, or commander-deployed spawn points anyway.)
Sorry fromage bunny, but i dont agree. I think floor specific abc is a bit to much. You can achieve the same affect by just spreading spawnpoints around alot more. Most of them in the upper floors of buildings, in bushes, anywhere covered. The basement spawn in pavlov is just a piece of unfortunate mapping im afraid, there should have been more spawnpoints around the building itself.
Mappers seem to have this idea that spawnpoints need to be right ontop of flags, i dont agree with that, having spawnpoints well away from the contested area seems to work out much better, you can get your bearings before getting into combat, instead of spawning right infront of a enemy tank or mp40. Some maps do this well, others (mostly the older ones) dont.
The 13th RaptorSorry fromage bunny, but i dont agree. I think floor specific abc is a bit to much. You can achieve the same affect by just spreading spawnpoints around alot more. Most of them in the upper floors of buildings, in bushes, anywhere covered. The basement spawn in pavlov is just a piece of unfortunate mapping im afraid, there should have been more spawnpoints around the building itself.
Another thing, that imo, is just as annoying as spawn camping is enemy you just killed spawning behind you. IE: Your in an enemy building. You kill 2 enemy and reload. As your capping the flag, 2 enemy spawn right behind you and kill you with ease. These are the enemy you killed just 10 seconds ago. Not only is it annoying, but it is also cheap and takes away from immersion and some strategy. With more spawnpoints in the building itself on Palov would greatly have this effect. As soon as germans would get in the building enemy would spawn right on them, behind them, in front of them, etc. Killing someone should at least set them back some.
Well, some time ago i proposed that mappers place their spawnpoints like.. a hundred meters away or so. So that it seems that there are reinforcements coming from someplace else, and not just magically appear in the contested zone itself.
Your suggestion can't work in the BF game, fuzzy, because the control points change hands so if we make the area too closed an enemy can stay there and wait the flag falls in enemy hands and just sit there killing soldiers as they spawn, we can't neither place ABC code if this one is not linked to the team holding the flag. This is not a system to finish totally with spawnrape, just a tool so is not so easier.
Spreaded spawns, protected inside buildings and not very close to the flag are our idea for FH2 (in 0.7 lot of the new maps were already done like this)
Dudes, spawnrape is not such a big deal in the pavlov's basement, do you want to live forever?
Special buildings to spawn in? I don't see what it should be good for. In my opinion there is no need for that at all. If the the mapper puts enough spawn points for each flag and makes up his mind where good places are to put those, spawncamping will not be a big deal.
Just to clarify things, the aim is not to make spawn camping impossible, just more difficult. Less accessible spawnpoints need to be combined with dispersal of spawnpoints, that are not all right on top of the flag, in order to be really effective. There may be many situations in which someone may be attacked right after respawning, but hopefully it will less of a potentially game-changing strategy and more of an occasional annoyance.
You guys missed a point, I think--I was proposing such "safe" spawn points _away_ from the flag capture zones. That way a defender can't just sit inside the inviolate, invincible spawn point and keep a flag grey.
I see Lobo's problem with someone waiting in a spawn, but as I understand, such static spawn points are tied to flag ownership, no? Is there a way of "reversing" ABC, depending on who owns a nearby flag?
I think it is utterly lame that I am able to pour fire into a very limited area and be sure of killing everyone who spawns there. Try hopping into a bofors on Kiew as Axis sometime and see what happens. Same with dumping satchels into the basement in Pavlov (I still do it, but I don't think it should be possible.)
i like the idea of making safer spawn points to stop spawn campers, but i dont want ti to be used imensily on each map, a way to counter this is having more spread out spawns on a flag, it would make it harder for them to shoot if they are staying within the flag radius but you spawn along ways away from the flag.