How does squad spawning work?
Plasma
Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
Hey,
I was wondering how the 'squad spawning' upgrade worked?
Because squads are formed ad-hoc automatically when players are together; does that mean if someone dies in the group they will respawn in that group again (instead of at an IP)?
Does this work yet? I've not seen it in action.
I was wondering how the 'squad spawning' upgrade worked?
Because squads are formed ad-hoc automatically when players are together; does that mean if someone dies in the group they will respawn in that group again (instead of at an IP)?
Does this work yet? I've not seen it in action.
Comments
Other than that, I don't know.
Do people have to "USE" the IP after they spawn? Do people just automatically spawn with their squads?
I don't think it'd work properly anyway, because squads form and re-form so quickly and erratically (definitely in need of work). So I'd wonder at whether there's enough squad persistence to allow for squad spawning.
Check out <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112031" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112031</a> where I wrote some ideas about how to make the squads better.
The transponder can't work untill that is addressed, but yeh you need to:
Commander:
Build Observatory > Research Transponders > Click on an IP and click on Add Transponder > Assign Players to groups
Player:
walk upto the screen on the back of the IP and press "USE"
Of course I think the way UWE intended it to work is that you just pop right back in the squad you were in. I've never seen it actually work, although I can't say I've ever really seen it upgraded either.
While dead, players could select their spawn location (from either the main base or an expansion).
Spawn Portals (http://www.savage2guide.com/index.php?title=Spawn_portal#Spawn_Portal)
Because Savage 2 maps can be huge, Spawn Portals are vital for sneak attacks. While they do not allow instant teleport from one location to another, they allow squad (I believe it's 4 players max per squad) members to use the Portal to respawn. The portal itself is very fragile, and can be destroyed in a few hits.
I think both of these concepts can be modified and adopted by NS2.
The way i think this is going to work, is that you can always teleport to your squad mates in the field (always teleport to the squad guy farthest away from your base? or closest to an enemy hive? pick the guy you wanna teleport to? or to the squad member closest to the position you died?)
Whatever, so every marine in this squad is a possible "phasegate"?!...
That means aliens got around 10-15s to kill the whole group of marines (It takes ~10s to respawn at an ip) OR ppl will come back. (The rate depends on ips)
Also a possible exploit i see, is to shuffle ppl around in the squads so you can teleport you whole team to the location if needed, not only one squad.... (distress beacon your other squads, shuffle and let them click the ip, if you cant beacon only a squad - you can only switch in ppl that are close or at your teleport ip ofc.) Managing this would be more effective than spamming medpacks.
Ah i forgot, squads dont have to be alone... they can alsow run together... so aliens would need to kill the whole marine team (or the ips/powernode of the room) to get rid of the respawning marines at their hive...
No matter what... it comes down to a similar mechanic like the old phasegate to make this balanced.... may it be called portable squad teleporter/ portable squad ip it will be some kind of structure aliens can focus on and destroy - i guess.
Could potentially create a 'spawning in portal' (think Protoss warping in structures) at the exact location of a squad member that after a short delay spits out the guy.
Or is it just there to waste res on?
Sounds good to me, as long as the IP "phase gate" portal is easy to destroy (~400 HP).
Or is it just there to waste res on?<!--QuoteEnd--></div><!--QuoteEEnd-->
As far as I can tell, it doesn't do anything right now. As Comm, if you select an IP there's no button to assign troops to squads. And as a marine, trying to "use" the IP doesn't do anything (it just beeps).
yeah, it should have the same hp as the ip. cheap and easy to destroy and if you want to put another one down after its destroyed from the same start ip, you have to research it again from that ip.
neither should a pg. that's srsbznz
Tram is the only official map, and stated to be the smallest one planned.
Also this "squad spawning" will be quite annoying for the Khaara." Yes, we finally got that marine squad killed, just one le.... oh crud, THEIR BACK!" Reminds me of Battlefield Badcompany with a medic squad constantly pooping out soldiers... (that is if this is how it's going to work...
I'd rather have ye olde Phazegate back. As it makes more sense to have to build a building to teleport your team around and or perhaps have IP's around the map and select your spawn location (in Battlefield map style), A phazegate would of course make it easier to understand for newbies though:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Commander: "Use the phazegate to spawn at the front..."
Newbie: The wutgate?
Commander: "That big glowing platform that goes WHEEEEEEEWM"
Newbie: "Oh that thing" <!--coloro:#808080--><span style="color:#808080"><!--/coloro-->*newbie goes trough and dies to Skulks*<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->