Combat Spawn System

MattzoballMattzoball Join Date: 2003-10-27 Member: 22051Members
Who here dislikes the new system, and why or why not do like/not like it. Personally I hate it because it turns combat into a giant rush. Games rarely last long enough for you to get above level 6.
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Comments

  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    100x better than any other spawn system I've seen, but then again, I like games to end after a winner has been decided ...
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Well, since I play on a very large server, it is unfavorable. But the dev team have admitted that it is not working properly on the size of the server I play at, so I'll live with it.
  • DoggDogg Join Date: 2003-03-31 Member: 15063Members
    <!--QuoteBegin-[mahn]sawce+Sep 28 2004, 06:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([mahn]sawce @ Sep 28 2004, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 100x better than any other spawn system I've seen, but then again, I like games to end after a winner has been decided ... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In that case, CS's spawn system knocks the socks off this one. Maybe we should bring round spawn over to NS mode.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    wow, you're gonna get flamed

    cause the reigning opinion here is: <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> CS
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Dogg+Sep 28 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dogg @ Sep 28 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-[mahn+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([mahn)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sawce,Sep 28 2004, 06:16 PM] 100x better than any other spawn system I've seen, but then again, I like games to end after a winner has been decided ... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In that case, CS's spawn system knocks the socks off this one. Maybe we should bring round spawn over to NS mode. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh yes, lets punish people for being the only ones with enough balls to go out there, expecting backup, but instead their idiot teammates just sit.

    ...I think the current way is great, though I'd like to see Marik's idea for classic respawn be put into combat- like, losing XP for faster respawn <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Frankly, I hope they redesign the whole concept after 3.0 final comes out. The main objectives shouldn't be in the spawning zone. (ie. control over multiple res nodes is one idea) I wish it was an easy fix, but I think redesigning the maps in a new version of combat is necessary for the mode to reach it's full potential. The only thing they can do right now is tweak little things like spawn qeue time until it's the best it can be in this format.
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    I think that all the current spawn system needs now to be really effective on small and large servers alike is to have a trigger that if the teams are bigger then x (Let's say bigger then 8.. i.e. 16+ players) and only one or no players are left alive, the entire team respawns instead of just five with the wave.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    It's excellent for normal sized servers. As soon as it's set up to scale with player numbers, it will be the best co spawn system designed yet.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2004
    "one after another" and "whole team at once" spawn systems sucked, "up to 5 at once" is just right in between.

    this means it also suck, but who cares, its <span style='color:white'>Flaming 50% of our players - bad idea!</span>
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited September 2004
    <span style='color:white'>Related post nuked.</span>
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Mattzoball+Sep 28 2004, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mattzoball @ Sep 28 2004, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Games rarely last long enough for you to get above level 6. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I haven't seen a game that short yet in b5, except for the occasional fluke. I have played in 4v4 games, 6v6 games, and 10v10 games. I think it's just fine.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    Eh, I can't remember what server keep seeing in on, but there is a nice custom spawn system I see around. It's 5 seconds min time to spawn plus another 2 seconds per person that dies. Once the timer has reached 0, everyone spawns in a wave.

    So, it takes 5 seconds to spawn if you die alone, 7 if another person dies after you; and if you had a 15 person team all die at once, it would take 15 seconds.


    As for the current system, I'm not a big fan of it. I really don't like waiting for a wave to spawn so that I can start my spawn.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    thats cheesys respawn system.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Leet, the current official spawn system is a modified version of Cheesy's...
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    Oh heh, nothing beats the original <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    edited September 2004
    Well I've played extensive combat the last little while, and I've found a few things.. PLayers aren't adapting, because some servers set their time limits to be 30-45 minutes marines can camp at start for 10 minutes and the alens just rush them ( I guess it beats just sitting there looking around for 10 minutes), aliens fall behind quickly and then it's usually a frantic battle to get that first lerk/fade.

    But really long game times just get so stagnant even with extra level plug-ins. And that's the server admins fault for setting those really high time limits.

    I've also noticed that the gameplay is much improved. Aliens want their spawn to be alien-friendly so they work very hard to keep marines out of there. JP's are swarmed and brought down by 50 % of the team while the other 50% work on holding the other marines back.

    It's a lot of fun right now, a few minor things I'd personally put in, but it's really nice right now.

    And I'm seeing very close to 50-50 in terms of which team wins.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited September 2004
    I also think that most of Combat's perceived flaws are largely a result of server admins screwing up their settings so much that combat doesn't retain even a shred of what it was balanced for. The devs are not obligated to balance Combat for people who want to play it like a giant unorganized brawl of top-tech players. If admins want to do that, maybe they should look into plugins that fix their issues with Combat rather than asking that everybody else be forced into it. The only necessary change of the spawn system IMHO is larger waves in very large games, but not too much and certainly not like Cheesy's.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Marines holding back at their spawn for a solid portion of the timelimit is a problem. You can't expect Alien players to sit back at their hive for 10 minutes waiting for the Marines. It is a pub, and pub players play in pubs to have fun. Hiding in the hive is not as fun as charging mindlessly at camping marines.

    So for that regard, maybe there should be a form of punishment for marines who stay near their CC for too long. They ARE the Attacking team, after all.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Bluee+Sep 29 2004, 08:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bluee @ Sep 29 2004, 08:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Marines holding back at their spawn for a solid portion of the timelimit is a problem. You can't expect Alien players to sit back at their hive for 10 minutes waiting for the Marines. It is a pub, and pub players play in pubs to have fun. Hiding in the hive is not as fun as charging mindlessly at camping marines.

    So for that regard, maybe there should be a form of punishment for marines who stay near their CC for too long. They ARE the Attacking team, after all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Or maybe servers shouldn't use a time limit of 40 minutes. There are some servers that turn off the time limit completely. Maybe the server option should be removed for a brief build to see what happens.
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    edited September 2004
    <!--QuoteBegin-Bluee+Sep 29 2004, 12:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bluee @ Sep 29 2004, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So for that regard, maybe there should be a form of punishment for marines who stay near their CC for too long.  They ARE the Attacking team, after all.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    On regular combat servers with 10-15 minutes time limit, there is a punishment. If the marines camp their base, they are punished by losing the game. Some marines might hold back for 30 seconds to see if any dumb aliens try to run at them down narrow corridors for easy kills, that would be the aliens fault. Patience and intelligence is a key part of NS.
  • InquisitiveIdiotInquisitiveIdiot Join Date: 2003-10-21 Member: 21854Members
    edited September 2004
    My problem: Though only 5 players spawn at a time, the delay between spawns seems to increase with the number of dead players <i>even over 5.</i> So the number of spawning players has a cap, but the spawn delay does not. End result: if more than 5 players on your team are ever dead at once, your team's spawn rate plummets, and you are rapidly outspawned.

    At least, that's the impression I get sitting in the spawn queue for upwards of a minute.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    <!--QuoteBegin-crisano+Sep 29 2004, 08:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crisano @ Sep 29 2004, 08:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Bluee+Sep 29 2004, 12:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bluee @ Sep 29 2004, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So for that regard, maybe there should be a form of punishment for marines who stay near their CC for too long.  They ARE the Attacking team, after all.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    On regular combat servers with 10-15 minutes time limit, there is a punishment. If the marines camp their base, they are punished by losing the game. Some marines might hold back for 30 seconds to see if any dumb aliens try to run at them down narrow corridors for easy kills, that would be the aliens fault. Patience and intelligence is a key part of NS.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You are confusing NS with Combat. As much as you'd like to think that Combat is NS as NS was intended to be, you are mistaken. It is merely a bastardization of NS. Patience and intelligence are virtues required in ns_ gameplay, but Combat does not have those same requirements.
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    Tell me you're kidding please. Aliens NEED to have patience in combat or they'll get torn up by the marines. Maybe that's why a lot of pubbers see spawn camping happen so fast. They rush out blindly and get owned, then wonder why it takes so long to spawn. Aliens' main objective is to defend, not rush out and win, learn the combat objectives first.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    What I meant to say is that Combat is everything that Classic is not. Where Classic is patient and thoughtful, Combat is fast-paced and hectic. Patience is required in the large Classic levels because if you die, it's a long trek back. In Combat you can get back to the action considerably faster and in top form. That again does not promote patience. So what if all the marines are camping base? If all skulks die in a rush in Combat, it doesnt take them long to respawn. Yes, the marines all have shotguns now but the aliens knew that would happen ahead of time. In Classic, if skulks rush and die... that's one long wait to get things even possibly back to normal.
  • strikeforcestrikeforce Join Date: 2003-11-11 Member: 22523Members, Constellation
    I set all my servers for 20 minutes but generally its 10 v 10 so we get the odd onos and a heap of fades but if the marines are teched up to compete well the just lose.

    I don't think that 10 mins is long enough 15 minutes slightly to short however 20 mins at times is to long but most of the time is just right any longer and its just as mentioned a ha tech rush or jp.

    The aliens have time to get what they want and the marines have time to get what they want.
  • rkieflrkiefl Join Date: 2004-09-08 Member: 31516Members
    I think both spawn modes suit the two styles of play. No way should combat spawn mode be brought over to classic!!! I wouldn't mind seeing the classic spawn mode brought over to combat though....it'd sure speed up the wait time and maybe help cut back on the "oh crap our whole team is dead and the skulks are all over our base". I hate that because you spawn back, kill maybe 1 or 2, while your buddy dies immediately and before any other rines spawn back those aliens you killed are back in your base already :S

    *breathe*
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    The current spawn system is pretty good. All it needs is some tweaking here and there and it'll be perfect.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited September 2004
    <!--QuoteBegin-Bluee+Sep 30 2004, 02:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bluee @ Sep 30 2004, 02:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I meant to say is that Combat is everything that Classic is not.  Where Classic is patient and thoughtful, Combat is fast-paced and hectic.  Patience is required in the large Classic levels because if you die, it's a long trek back.  In Combat you can get back to the action considerably faster and in top form.  That again does not promote patience.  So what if all the marines are camping base?  If all skulks die in a rush in Combat, it doesnt take them long to respawn.  Yes, the marines all have shotguns now but the aliens knew that would happen ahead of time.  In Classic, if skulks rush and die... that's one long wait to get things even possibly back to normal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm not sure what point you're trying to make, but patience is the most important part of the first couple minutes of Combat for aliens. At that point they have no upgrades or evolutions and the only way for them to get exp is to ambush. If all the skulks rush marine spawn, they will be mowed down by the marines, thus giving marines a lot of free early exp. That's a simple fact of the game. Maybe the aliens will spawn back in fast enough to not get spawncamped, maybe not, but either way they probably lost themselves the game already. And if they start charging marines who are closer to the hive and getting mowed down, then the marines WILL move in and start spawncamping. That's probably why people keep complaining about the spawn system and the re-evolving; if you all die at once and the marines get in, it's game over. It's better to let them into the hive room and ambush them than rush out the front door into their bullets. No matter how much rhetoric you recite about Combat being fast-paced, the fact remains that aliens who are impatient will lose.

    Marines that camp are doing absolutely nothing but running down the clock <i>unless</i> they get the aliens to attack them. Charging them is just playing into their hands. Too many alien players like to charge head-on and try to get a lucky kill without thinking about the consequences.
  • GruntGrunt Join Date: 2004-09-03 Member: 31245Members
    I don't think it is fair for the marines to be forced to attack the hive <i>and</i> defend the CC seeing as they have the time limit.

    That would be the same in a CS map where the Ts have to guard the hostages and plant a bomb, and if they don't do eaither in X time, they lose.
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    Think of it this way, it's a lot more unfair to the aliens if they were forced to fight a squad of camping marines. LMGs will always slaughter skulks in a long range fight unless the marines have broken wrists or mice.
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