Squad Spawning *fix*

TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
<div class="IPBDescription">Wave Spawning</div>OK, so first of, this obviously isn't a fix because squad spawning hasn't been implemented yet, but here are some thoughts on an easier option:

So the whole idea is to get marine teams to work together, then why not allow an option for spawning in waves.

If a squad of marines are making an assault and one of them dies, have them respawn from an IP as normal.

If the whole squad dies within a few seconds of each other, have them all spawn together, either by an Automated Emergency Beacon (Reasearchable upgrade) or from a Squad-Gate, an upgraded IP that allows multiple marines to spawn at once.

This has already been used to great effect in a number of other games, its easier to balance, intuitive, and best of all maintains the atmosphere of the game.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited September 2011
    the thing is: you already have distress beacon

    <strike>I could think about one option for squad spawning: You can toggle the "spawn mode" of all nearby IP's at the command station.
    Modes: normal spawning (as it is currently), squad spawning (new feature)

    squad spawning will spawn every 2 seconds a marine, but requires a recharge time to do that. in a time span of 2 minutes, one IP should spawn about the same amount of marines. I think the difference between normal and squad spawning should be: normal spawning is good for single marines dying, squad would be ideal for multiple marine dying at once

    let's say an IP spawns every 13 seconds one marine. After 26 seconds, the IP has 2 "charges", after 39 3 and so on (there needs to be a limit, maybe 3 is already enough)
    the first marine who dies will always have to wait 6 seconds (to make at least double spawn more likely). if there are like 6 players dead, a maximum of 3 can get spawned and the rest will spawn every 13 seconds.

    this 13 seconds are just a number, and to make the normal respawn mode still a valid option, the respawn timer there could be lowered. (10 instead of 13?)</strike>

    edit: actually I don't like that idea :)
  • TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
    Yeah, we have distress beacon, and I wanted to build on that, rather than have a new feature introduced that eliminates both beacon and phase tech.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    one thing that came into my mind was, that IP's could spawn synchronized. so if you have like 4 IP's on a really big server (all at the same tech point), they will spawn marines at the same time (resulting in less waiting time for lucky players, the last one who died)
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    yes, synchronised spawn times could be good. Does that speed up spawning or slow it down overall?

    This is something to consider. Still is probably a "researchable" upgrade.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I would say for the first marine who dies it should be a slow down. See the spawn timer as a global counter. so instead of 13 seconds with normal spawning mode, the first marine who dies has to wait maybe 20 (those are just random numbers now). but a lucky player can get queued in the last 5 seconds and still can spawn. so for some people it will be faster, for some slowlier. overall, it should be similar to normal mode, but depending on the situation wave spawning could be more useful. if marines constantly die every 10 seconds 1 by 1, in that case the normal mode would be better
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