Instant Respawn

locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
<div class="IPBDescription">The Good, The Bad, and The Compromise</div>Instant respawn is just as it sounds, no death penalty, just respawn instantly at the Hive/IP. Death penalty is the necessary evil of FPS games.

The good:<ul><li>There is no down time, the player can immediately continue having fun</li><li>Favors poorer players without giving them "unfair" advantages over skilled players</li></ul>The bad:<ul><li>Removes the importance of battles near spawn points when these should be the most important battles.</li><li>Misses an opportunity to provide information to the player</li></ul>The compromise:<ul><li>Current compromises:<ul><li>spectate mode</li><li>ghost mode</li><li>show how the kill was made</li><li>choose a spawn location</li></ul></li><li>Some ideas for NS2:<ul><li>Minigames</li><li>Show commander view</li><li>Fly a glowie/weldbot(scout)</li><li>Show game tips</li></ul></li></ul>I think showing how the kill was made, followed by spawn location and commander view should be the progression of respawn waiting.

Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I'm in favour of keeping the spawn queues unless the there are some very specific reasons for doing otherwise. They create another interesting factor that could be abused here and there if there were active enough teams to focus on such aspects.

    If the spawn camping gets addressed, the spawning should rarely take longer than 5-10 seconds. That seems like a very reasonable time when you compare it to some popular games like CS and America's Army. I'm confident the LUA script can create a turbo mode if the respawn times are still too long for some players.

    The kill cam, comm specating and info boxes all seem good downtime activities. Especially the comm cam could've helped a lot on NS1.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    If marines are on defensive and a alien wave take them down on their base, they just look to commander chair and there is even more. This can mean two things:
    a) Aliens will be killed under constant fire. < Not funny to who attacks not having a chance to damage the base.
    b) Marines will be farmed to give free money. < Not funny to who is under attack beeing killed 100 consecutive times.
    Giving invencible time will likely make extreme difficult to keep attacking an enemy base, as they will have 1-5 seconds to shot you without receiving damage.

    I think this fits better as a commander ability (costing res). And automatically happens on hives under 25%. Don't know if this game extending will make it funnier or dumber.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Nobody is talking about spawn protection here. All spawn protection does is it prolongs games.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    edited December 2008
    I don't really mind respawn times, they give a time to take a break from the game and even communicate in detail to your teammates how you were killed. Spawn protection is going to incorperated in NS2 in the form of egg clutches and the ability to delay your spawn, so the issue of being killed on spawn is not as huge.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    How do you kill an IP when marines are continuously spawning out of it? I don't see any reason to change respawns. I would like to see multiple IPs synchronize their spawn cycles though.
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    I don't think this is a good idea, if players are constantly respawning then it will become near impossible to destroy the spawn point if there is one player attacking; We definitely need to keep the spawn times.
  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Members
    <!--quoteo(post=1695451:date=Dec 7 2008, 07:04 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Dec 7 2008, 07:04 AM) <a href="index.php?act=findpost&pid=1695451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[/list]The compromise:<ul><li>Current compromises:<ul><li>spectate mode</li><li>ghost mode</li><li>show how the kill was made</li><li>choose a spawn location</li></ul></li><li>Some ideas for NS2:<ul><li>Minigames</li><li>Show commander view</li><li>Fly a glowie/weldbot(scout)</li><li>Show game tips</li></ul></li></ul>I think showing how the kill was made, followed by spawn location and commander view should be the progression of respawn waiting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    well i think respawn time should stay as it is, but those ideas of spending the time when dead are nice!!!!!
    show com view or even better a kill cam this shows noobs how the skulk killed them where he was hiding in other games this is very helpfull and a lot of fun to so "oaw no there i got the final shot damn"

    or at least some kond of cinematic cam that is also implemented in a lot of games, u r dead lean back grab you popcorn and watch how the movie goes on ^^
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I'm sure there's a solution for the spawn point destruction if you need one. The rest is more open for discussion if you ask me.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1695451:date=Dec 7 2008, 01:04 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Dec 7 2008, 01:04 AM) <a href="index.php?act=findpost&pid=1695451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fly a glowie/weldbot(scout)<!--QuoteEnd--></div><!--QuoteEEnd-->
    To expand upon this, what if the player received a ghost glowy or weldbot for scouting? It would basically be a free look and would start at MS or the CC. It wouldn't interact with live players, maybe you could allow ghosts to attack each other canceling each other out.
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