Squad respawning

ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
<div class="IPBDescription">From the podcast</div>When I heard about the squad respawning idea on the podcast my initial reaction was "Eww no". I gave it a little more thought and I came up with this idea.

If a member of a marine squad dies, the remaining members of the squad (at least two or three) must cooperate to bring their squad member back. The process would take the full attention of two or three marines for about 3-5 seconds. It might be setting up a temporary infantry portal field by standing in a triangle and pressing use, or possibly laying out an inflatable (Nanites) IP on the ground.

This'd require that the squad got out of the immediate danger and would allow for the fallen squadmate to reenter the fray somewhat quickly.

Another option would be to have two survivors press use on their squadmate's corpse for a few seconds to revive them, ala Republic Commando.

--Scythe--

Comments

  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    wow scythe great minds think alike, i just proposed a very similar idea in the podcast's comments
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=103742&view=findpost&p=1669312" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1669312</a>

    i think it would be better if only 1 of the squad members tries to activate the IP, it would leave more marines to provide cover (remember the squad could only be 2-3 marines to begin with). rather than running away to find a quiet spot to respawn, it would make it easier to quickly try to respawn a player when under attack - when you need it most.

    lol i dont want it to be inflatable, do you want to blow that thing up? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    if the devs dont like that idea then i guess the republic commando idea is a pretty good substitute. maybe the ip is fixed to the marines back and you just press a button? the only problem with this is that you need to stay with the corpse, or run back to it, which may not always be easier than carrying an IP with you.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Hmm...I didn't hear that podcast yet, but I think there should be a time limit as to how long you can wait before just pressing "use" on the fallen teammate...If you fail to get to them before a time, it's back to the old fashioned method.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The present system allows more flexible ways of cutting away reinforcements and such and most likely more flexible marine squading that doesn't enforce people to stick together unless its necessary. If you can make the map control interesting and challenging with mobile respawning, its no problem for me. 3 good marines on pub game could prove to be kinda difficult to balance though.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    The core of my idea is similar to Scythe's and Buzzou's: the remaining marines in the squad spend their time to spawn a dead marine.
    I proposed a reviving tool that marines could buy and use on dead teammates to revive them.

    I'll try to break the spawn mechanic into basic components, from which other original ideas could be created.

    Here are few options:
    - Do teammates have to do something to revive a squad member? Yes/No.
    - Is the dead marine tied to respawning near his body? Yes/No.
    - What choices does the dead marine have? Spawn in base/wait to be revived/other?

    There can be many different timers: after the marine dies, how many seconds before he can respawn in the squad? How long till respawn in base?
    The ways in which squadmates revive him: How many squadmates are required to revive? What do they need to do to revive? How long do they "do their thing"?
    What will the dead marine see and what options will he have? will he see his teammates as they continue to fight or his base or can he switch like in NS1? What information on UI will he see? - marine map/resources/timers to respawn?

    It would make sense to me if reviving would require squad members to do something, that the marine would respawn near his dead body and he would have a choice to respawn in base. I'm just pointing out that it doesn't have to be that way. It could work that the dead marine would just have a timer and after a while he automatically spawns near the closest squadmate - that would suck, but it's still an option.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    Auto-spawning's fine. Giving marines a 'shockpad' is stupid, to me. They just got their face bitten off. Besides, if you're in a group of marines, and you died; they're hardly going to put everything down and revive you, considering they'll have their hands full fighting, defending against, running away from, or chasing that(those) alien(s). *
    Same goes for PIP.

    *edit: There's also the fact that spawning is a timely process - a momentary respite from one player on the enemy team. Giving marines the ability to revive their teammates instantly is detrimental to that game mechanic. While spawning is a 'time until' (player respawns), reviving is a 'time before' (player can't respawn instantly).
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited February 2008
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Auto-spawning's fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you mean by this? How would it work? Or are you simply referring to NS1 system?

    <!--quoteo(post=1669409:date=Feb 3 2008, 12:15 PM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Feb 3 2008, 12:15 PM) <a href="index.php?act=findpost&pid=1669409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Auto-spawning's fine. Giving marines a 'shockpad' is stupid, to me. They just got their face bitten off. Besides, if you're in a group of marines, and you died; they're hardly going to put everything down and revive you, considering they'll have their hands full fighting, defending against, running away from, or chasing that(those) alien(s). *
    Same goes for PIP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, it isn't realistic - but it's a game and the gameplay is what counts (btw, squad respawning without reviving would make even less sense!). Sure, they will have to fight off the opponents before bothering with the dead teammate. But after that, the squad will have to decide: move forward with one less man, or take the time to increase squad strength and then move forward. Additionally, based on his squad mates' decision, the dead marine might decide to join another squad or later in turn revive one of his dead squad mates.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->*edit: There's also the fact that spawning is a timely process - a momentary respite from one player on the enemy team. Giving marines the ability to revive their teammates instantly is detrimental to that game mechanic. While spawning is a 'time until' (player respawns), reviving is a 'time before' (player can't respawn instantly).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, i haven't fleshed out my idea at all, but i did hint at a timer in my post. Ok, here is how it could work:

    <!--coloro:#AFEEEE--><span style="color:#AFEEEE"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Squad Respawning Mechanic: Reviving<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    When a marine dies, he sees 2 timers: 1st timer is for when he respawns in base (10 sec); 2nd, much longer timer, is for when he revives at his dead body (90 sec). The marine can decide where he wants to respawn.
    To help revive a teammate, you click on him and a bar starts to fill (like a building). The more people click on him, the faster the bar fills*. The higher the bar, the quicker the marine will be able to respawn at his body, but it can never be higher than a minimum respawn delay value (5 sec).

    *The rate at which squad mates reduce the revival time and all other times will have to be adjusted for balance. Also, the squadmates can fill the "revival bar" completely before the marine can respawn: so it's possible that marines revive a marine and move on, and after a few seconds the marine will respawn alone and has to catch up.

    A reviving tool could be introduced as secondary item (like welder) that would increase rate of revival.

    Here is the nanite-explanation:
    Every marine has a built-in nano rejuvenation unit, which rapidly heals the body. The nanites automatically look for injuries and heal them, but they require a lot of energy to do so. In NS1 the medpacks provided that energy and allowed rapid body recovery. In the last five years the nano rejuvenation technology has advanced to allow copying tissue from alive marines to replace lost tissue: even if a marine lost his arm, the genetic code for rebuilding that arm would be copied from a squad member and the nanites would be able to rapidly replace it. Thus it is now possible to revive even dead marines. However, a living marine has to be present and supply the organic material to revive his dead teammate; and the process takes more time than the medpack's instant health.
    Have you seen the film Starship Troopers? - The troopers also fought melee-based aliens and were cut up into pieces, but could then be revived again. Here the idea is similar, but the revival happens on the field. (Also, NS marines were never shown torn into bits and pieces - though i can see how you would assume that, considering aliens' sharp teeth)
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    the starwars republic commando system of reviving squad members was great, although it was a single player game. If a squad member died their body would stay there and a team mate could come over and revive them but it took some time so you needed to have cover etc. Ofcourse if the marine would need to have the option to respawn in base if a revival doesn't seem possible.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    Auto-spawning is fine. What don't you get?
    Think of it exactly how it says. Revival isn't auto-spawning, is it?

    You think squad respawning makes less sense? Squad respawning makes a lot more sense than reviving <b>half a bloody corpse</b>. They just teleport the fresh new recruit to your location, what's so hard to understand about that?

    Again, they're not going to wait around to revive you when they're BUSY with any number of other things, some of which I've already listed. This isn't a relatively leisurely game like BF2 where time/distance between action is very large.
    Why not cut out the middle-man and let the marine spawn at your location automatically?

    As for the 'it's a game, it doesn't have to be totally realistic' argument, sure. But the way you put it, that's just stupid. The way you put it, it's okay to give the onos a mountable turret, because it'll be fun. I'm sure it will be, but do you think that likely?
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1669479:date=Feb 4 2008, 07:32 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Feb 4 2008, 07:32 AM) <a href="index.php?act=findpost&pid=1669479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You think squad respawning makes less sense? Squad respawning makes a lot more sense than reviving <b>half a bloody corpse</b>. They just teleport the fresh new recruit to your location, what's so hard to understand about that?<!--QuoteEnd--></div><!--QuoteEEnd-->
    agreed, i dont want to revive a dead copse that would(should) be missing limbs, their face etc. and please dont work the whole "nanites" arguement into this. the way i see it, if a marine is dead, he's dead. however squad respawning will allow a player to potentially repawn back with their team, maybe even in the area where they died (ie the corpse).

    <!--quoteo(post=1669479:date=Feb 4 2008, 07:32 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Feb 4 2008, 07:32 AM) <a href="index.php?act=findpost&pid=1669479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Again, they're not going to wait around to revive you when they're BUSY with any number of other things, some of which I've already listed. This isn't a relatively leisurely game like BF2 where time/distance between action is very large.
    Why not cut out the middle-man and let the marine spawn at your location automatically?

    As for the 'it's a game, it doesn't have to be totally realistic' argument, sure. But the way you put it, that's just stupid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you seem to be forgetting that a lot of the battles in NS1 finish pretty quickly (hive assaults tend to be the exception). if marines win, they have brief pause until the aliens get back there, giving you plenty of time to respawn another player. dont forget phase gates will most likely me in NS2, so you can always spend a bit more time to try to get a phase up so they can get to the area the old fashioned way ( i imagine a PIP would be pretty quick compared to a phase). the advantage of a PIP would be that it would work like a mini vanilla marine infantry portal, that can be activated/deactivated quickly. plus, if you have people covering you, you could easily get a PIP up quicker than building a structure (well it should be a lot quicker anyways). if the comm doesnt want a phase gate there, then you have the option to just respawn vanilla players in.

    also, the more players you manage to repawn in, the more that will cover you to do other things....

    as i've said before, my main concerns are:

    players materializing out of thin air (ala beacon) - it would look ######, and wouldnt fit in with the NS universe as opposed to a marine spawning out of some sort of mobile infantry portal.

    players spawning in from some random timer - too easy predict for the aliens, too frustrating for the waiting marine (lol at the "90secs till respawn idea")
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    you make a good point about the quick frantic nature of ns battles - but that's an argument both for the revival idea (which you've agreed doesn't make sense) but also for squad respawning as it is. all i'm saying is that the squad respawning doesn't have too many shortcomings, but the revival idea is a worse idea. though i'm all for keeping regular respawning as it is in NS1 (when you die, or when you walk away [after a time], you're unassigned from the squad, when you're within proximity to at least any other two players, you get assigned to their squad, or form a new squad - something like that; there's no squad respawning, but there is auto-squad-ing).

    i don't see it being too bad to have a flashy 'phasing' animation when they spawn into their group. it'd be, conceptually, much the same as the medical kits and ammunition i guess, just on a larger scale.

    really, it'd be something like, every one of your living squad members is a beacon with a certain signature, and all that does is give the phasing-in/"spawning" system the rough coordinates of where you''re meant to phase in.
    i think it might be amusing if there was a one in twenty chance the spawns failed and you landed somewhere else ;p but that's not a serious suggestion.

    btw i also agree the 90second thing was dumb, but it was actually a 'time before you can't be revived from your corpse', not a 'time until respawn' as you seem to have thought. either way 90 seconds is ridiculous.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    I like the idea of a number of team mates having to do something that will speed the revial/reenforcment of their dead colleges.

    But i also agree that there has to be a default timer as often on pubs players wont stop to revive team mates even in periods of low activity.

    The dead player should defo have a choice to respawn at base instead and leave the squad

    I would like to see some model alterations if it is a revial rather than a respawn. If it is a reviaval ur tecko explantation could nvolve nanite field surgery by the team mate rines. When the rine is revived his model could have silvery metal blotches on it of cyborgised nanite stuff, and patches where the wounds were. I recon that would look cool and make the process more valid in a story bound sense.

    Another option is to defer respawning and revial control to the comm, but this may over stress his job alot, still if anyone can think of a way that the comm could be useful in respawning mangment post it
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    I think it *could* work out fine, BUT it will completely change the way that aliens have to play. Part of the reason NS was fun was that there was always the tension that you could be killed and would have to go all the way back and wait for the next squad. This greatly reduces the importance of strong phase networks and doesn't penalize marines for straying too far from their support structures. It also makes alien gameplay much less rewarding because when you kill someone they are right back shooting at you, it sucks. I'm worried that it will also result in "balance" decisions that make the aliens much stronger than they need to be. IIRC they said in the podcast this was one of their ideas for improving "teamwork" but alot of the teamwork in NS came from the fact that you were actually penalized for going off on your own and that it was a REAL penalty (compared to virtual insta respawn with no penalty that this seems to be). I just think this doesn't fit with the flavor of the game and will hurt the playing experience for the the marines and the aliens. Who cares if they die and miss out, they got killed, missing that awesome moment just makes you play better next time. If you can spawn a marine anywhere that there are other marines then it sorta kills half the difficulty, take 3 marines and just spawn your whole team in to the ninja spot they've created, you dont even have to waist money on a PG. If the squad wants to wait for their guy to get back to them they could retreat a little to the nearest infrastructure point (PG, vent exit, whatever), but with the insta respawing I think you might as well just add in a "squad only" medic who can revive dead squad mates just like in BF2, it would have essentially the same effect that has been described and cheapen death far more effectively while supposedly adding "teamwork."
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    I like the idea of squad spawning and there are some really good points above, the beacon one for example.

    I would think that squad spawning should work sort of like lazar targeting does now. Each marine spawns with a laser beacon (possibly a tech to allow squad spawning). If want to call in another marine you switch to your laser beacon and hold to activate it. It This gives the mother ship a fix on your location and they beam a new player in. Multiple players activating there beacon speeds up the spawning rate as the ship can get a fix faster. This means that you have to put down your gun, so if there are aliens there look out. It could even make a sound to let the aliens know that you’re a gun down. If you switch to your gun to defend yourself and then back again you have to start from scratch. This way even if you are under heavy assault you can call in more players, but at a cost.

    Question is: what happens with players who are waiting to spawn but no one is beaconing?
    Possible answer is to simply have them respawn and if they are within a certain distance of marine spawn they get beamed to their squad once they activate their beacons. If not they walk.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited February 2008
    So far no one has suggested a complete explanation of how the squad auto-spawning would work - there are only bits and pieces so far. I'll try to put it into one whole.

    <!--coloro:#AFEEEE--><span style="color:#AFEEEE"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Squad Respawning Mechanic Suggestion: Auto-spawn<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    - Requirements to spawn: Marines are automatically assigned into dynamic squads. A squad has to have at least 2 people, that are close to each other. If the whole squad is wiped down, all marines spawn in base.
    - Cool down: When one of the squad members dies, there are two cool-downs: a longer one for spawning with his team and a shorter one for spawning in base. The marine decides where to spawn.
    - Spawning: a few seconds before spawning, the marine is placed where one of his teammates is and can move to a desired spawning location - at this point he's invisible to others and is pushed back - so he can't spawn inside an alien or building. Then he spawns by becoming material
    - Penalties for dieing: you lose your weapon and equipment. It could be done so that you can't shoot for a few seconds right after you spawn in.

    These are just suggestions. I'm not sure on how marines would spawn at all. Hoe you can come up with a better idea for spawning.
    Also, i foresee a potential exploit: a 3-man squad loses 2 members intentionally while the third hides and then sneaks into a hive. The two marines spawn in and together they rapidly build up PG and turrets.

    Gameplay difference between reviving and auto-spawn:
    Auto-spawning will force the aliens to attack and allow marines to defend. In NS1 aliens could hide and then ambush marines. If they do it with auto-spawning though, the marines who are alive can just retreat and assume a defensive position waiting for their teammates to respawn. The aliens will have to attack the remaining marine so With reviving technique that would be impossible. (I'm not saying reviving is better, i'm just pointing out differences in gameplay i can foresee)

    For those who value realism in video games, here is a response:
    I have added am explanation to how that revival could work. I seriously don't understand why it makes sense for people that teammates appear out of nowhere, but doesn't make sense that marines are treated by teammates to continue their fight. In real wars, injured soldiers are given first-air treatment so they can continue to fight. Yes, they aren't dead, but if they can't fight they might as well be considered "dead." After they're treated they are "alive" again. Granted, it takes a lot longer, but it's still the same idea. Also, this kind of in-combat revival has been already done in a variety of games.
    Alright, now let's hear why the marines can teleport next to their squad mates but not into any other place on the map and, if it's not too much to ask, how teleportation works without a phasegate. EDIT: I missed Harimau's post where he describe how auto-spawning works, so this sentence was uncalled for - sorry about that.
    But in the end, gameplay is what will makes games great. I don't disregard realism, but i would put it second behind gameplay. Let's discuss the impact on NS2 gameplay that various squad respawn ideas would have.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    lol i think squad respawning could make MvM games quite fun - annoying perhaps, but fun. enemy squad wipes out all your squad except you, you run for it, your teammates spawn at your location, you turn around and all attack the enemy squad; and then they could do the same thing and it could all repeat ;D

    Misere: actually I was thinking of it simply. the beacon is built into the armour. it's just an explanation of <i>how squad respawning would work</i>.
    Your handheld beacon suggestion, and it is yours, is superior to the revival suggestion, but nearly the same as the Portable Infantry Portal suggestion; just a lot quicker, easier, and more mobile, so I think it's better.

    with squad respawning, the problem for me is, weapon selection/ammunition, how will that work if you spawn away from the base/armoury?
    because if you die, you -should- still lose your equipment, i agree on that.

    anyway, although this might deserve its own thread, I was thinking that even if we kept spawning as it is in NS, we could still keep auto-grouping.

    something like.. (this is based on the assumption that squads can only be at least 3 players, but it might be easier to have it set at 2)
    -if you're unassigned and within proximity to two other marines or another squad, for 5 seconds, you'd form/join a/that squad.
    -if you walk away from the rest of your squad, and you remain out of proximity to any squad, for 30 seconds, you become unassigned.
    -when you respawn, ordinarily you'd become unassigned, unless you're within a certain distance to your previous squad. (has to be short running distance)
    -if you're part of a squad, but out of proximity to the rest of your squad members, but in proximity to another squad, for 10 seconds, you join that squad.
    ->if two different squads come together, they remain apart.
    the numbers themselves aren't important, but i was thinking the comparative numbers should be like this, ie. 5 < 10 < 30 - time to join squad < time to join squad if already in squad < time to become unassigned

    <!--QuoteBegin-afratnikov+--><div class='quotetop'>QUOTE(afratnikov)</div><div class='quotemain'><!--QuoteEBegin-->but doesn't make sense that marines are treated by teammates to continue their fight.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-Harimau+--><div class='quotetop'>QUOTE(Harimau)</div><div class='quotemain'><!--QuoteEBegin-->You think squad respawning makes less sense? Squad respawning makes a lot more sense than reviving <b>half a bloody corpse</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->
    note also, that in BF2, iirc - correct me if i'm wrong: you can only revive people that have died through bullet wounds, you cannot revive people that have been blown up by a grenade, or a rocket, or a tank shell.
    Now, let's consider how aliens kill marines in NS: biting, slashing, goring, exploding, acid, poison, devouring whole.

    <!--QuoteBegin-afratnikov+--><div class='quotetop'>QUOTE(afratnikov)</div><div class='quotemain'><!--QuoteEBegin-->Alright, now let's hear why the marines can teleport next to their squad mates but not into any other place on the map and, if it's not too much to ask, how teleportation works without a phasegate.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-Harimau+--><div class='quotetop'>QUOTE(Harimau)</div><div class='quotemain'><!--QuoteEBegin-->They just teleport the fresh new recruit to your location, what's so hard to understand about that?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-Harimau+--><div class='quotetop'>QUOTE(Harimau)</div><div class='quotemain'><!--QuoteEBegin--><i>i don't see it being too bad to have a flashy 'phasing' animation when they spawn into their group.</i> it'd be, conceptually, much the same as the medical kits and ammunition i guess, just on a larger scale.
    really, it'd be something like, every one of your living squad members is a beacon with a certain signature, and all that does is give the phasing-in/"spawning" system the rough coordinates of where you''re meant to phase in.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It feels like you're not reading my responses mate. :/
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited February 2008
    Story-wise, I could see squad spawning to be like an advanced form of beacon.

    I like the suggestion of having to put away your weapon to call in medical transport and reinforcement process by use of a targeting system, so they don't accidentally phase/teleport your buddy into the hull, wall, or whatever. See: PIP and Laser.

    This also suggests to me that a squad could only effectively be as small as 2 marines, where one covers and the other calls in the evacuation of the downed buddies and gets them back when they have been revived at the orbital medical station.

    One way I see this affecting game play, the marines are going to want to travel on the map in as large groups as possible. I'm pretty sure we already do this in NS1, this just seems to reinforce that buddy system.

    I think there have been some good suggestions on limitations to the spawning, with the default being to spawn back at base. Here is another possible limitation suggestion: Research - I suggest squad re-spawning be something that requires the Commander to throw some time and resources into it, cost and requirements in accordance with where the Devs would earliest want to see this happening during the game play.
  • SqueeboSqueebo Join Date: 2008-02-04 Member: 63580Members
    edited February 2008
    I think it would be a cool squad spawning system for the marines if there were well... 'Squad Spawners' laid around the map, they would work like the infrantry portal, except laid around the map kind of like resource towers, when a squad member died, he would respawn on the squad spawner closest to his squad, and be a little on his own for a while as he went to unite with his squad, or he could ask them to come back and get him.
    The respawner could be infested, pushing the spawning marine further from his squad.

    Being able to see squad members outlines through walls would also be nice. The same way as Left 4 Dead. So that the spawned marine would have a better idea of where to get to find his buddies.

    Edit:
    Also, a cool idea that doesn't really involve spawning but involves squads I just thought I'd say...

    It'd be a cool if each marine got a medkit that could be used to heal hurt teammates, rather than the commander throwing 4358039405 medpacks at the squad, the marines couldn't camp a giant pile of medkits in combat, might be nice, just an idea.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    i see squad respawning less like a squad beacon function and more like a shorter version of respawn and phase to squads location.

    i see it like this because of the aliens defence point of view. If the system allows squads to replensih simply after a short period of time squads will be come very power ful. One player just has to escape the mayhem and call his back up in.

    If it works more like phase gates it will be a bit different.

    ATM in ns1 when the rines build a phase gate out side of an alien position or hive. the aliens can destory the phase gate if they gain victory over the rines using it. But if the aliens loose their attack on the PG and the rines using it the rines get back up.

    With squads a similar function could take place. If the aliens defeat the squad but dont nessesarily kill every single member the squads ability to reform should be jepardised. If the rines gain a victory then it should be relatively simple for them to get back up to full squad force.

    ATM beacon is used when the rines are loosing as a trump card at base (unless it used by the comm to get everyone in one place for an attack.)

    Squad spawning shouldnt be a an Ace up the squads sleave for when they are loosing but a system to save rines hassal.

    This would mean that wearing down a squad from the aliens perspective wudnt be so effective. if u pick of one rine he'l spawn back, but it may slow them down while they stop to get him spawned back in. But it would also mean that the rine squad would have to come out on top in each fight they get in to, to keep respawning and going on.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    Hmm, so the only thing I get from that is that it'll make intense fights more common. Is that a bad thing? Especially since they're considering making matches shorter.
    Because a lone marine, last survivor of his squad, will have to outrun the aliens and get to a safe location first, because marines can't respawn in unsafe locations; that's a KEY part of the squad respawning system as given in the podcast.
    I'm sure there will also be unassigning from squads if you drift away too far; for one thing to guard against the possibility of a lone marine hanging back serving as a mobile phase gate; so everyone WILL have to stick together; marines WILL have to win those confrontations; or at least run away together.
    Granted, it does give marines more of a -successive- (or just consistent) advantage (because of near consistent numbers in every confrontation), aliens will have the disadvantage in numbers in forward positions, but only if the marines do win all those confrontations.
    The more I think about it, the more squad respawning sounds like a good idea to me.

    edit: although... you're right that it does make PGs rather obsolete, unless perhaps they're made less destructible, or more attractive to use.
  • DeadmanDieingDeadmanDieing Join Date: 2004-02-23 Member: 26811Members, Constellation
    Shorter matchs? I accutly perfered the longer games myself. If you want short matches go play CS or something. The most memeriable games to me where the long games. Where it was going back and forth. Rines would get a hive. Aliens get it back.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    edited February 2008
    <!--quoteo(post=1670111:date=Feb 10 2008, 09:11 PM:name=DeadmanDieing)--><div class='quotetop'>QUOTE(DeadmanDieing @ Feb 10 2008, 09:11 PM) <a href="index.php?act=findpost&pid=1670111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want short matches go play CS or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You go play cs.

    I'm too busy playing The Fortress of Teams 2
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    Hmm, TF2 didn't turn out as fun as I'd heard it was, though. Though I do like the blood-gulch rip-off map. I get sick of 2forts, which is about the only map they play on australian servers. :/
  • DeadmanDieingDeadmanDieing Join Date: 2004-02-23 Member: 26811Members, Constellation
    <!--quoteo(post=1670201:date=Feb 11 2008, 06:50 PM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Feb 11 2008, 06:50 PM) <a href="index.php?act=findpost&pid=1670201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You go play cs.

    I'm too busy playing The Fortress of Teams 2<!--QuoteEnd--></div><!--QuoteEEnd-->

    I did say "or something" so <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    but anyway, squad spawning would be intresting if not over done. The main thing is that will aliens get teh same thing? If so then you are making the teams more the same not unique.

    I mean the style of play is that of, aliens hit and run. Rines stay and fight. UNless the respawn timer is large the hit and run of skulks would make it very pointless.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    As much as I love squad spawning in battlefield I would hate in in ns. It just does not work in small games plus it would be a COMPLETLY different game at that point that it shouldn't even be called ns. That would be the difference between half life and half life pinball. Yes both are halflife but beyond that harly related. The reason I say this is because the ENTIRE game is centered around destroying spawns and rienforcements. Walking and killing are stratigic because killing wastes the others teams precious time of walking back. Aliens were faster so that was their strategic advantage over humans. Humans to travel fast had to use warp gates or emercy becan. Aliens just ran. With going in to too much detail one can see how the game would become more of a frag fest deathmatch then a strategic fps. It would also absolutly destroy the atmosphere. Sitting in a hall way with only a half a clip with a skulk on the other side of the map is far less intense than sitting with a half a clip in the room next door to the spawn. The further you left base the more significant it was that you lived(unlessy your being overrun) as time is money and travel is time. With spawning everywhere you can just run and gun cause you don't have to worry about dying.
  • BlackHawkBlackHawk Join Date: 2008-06-17 Member: 64467Members
    I really don't see why we have to mess with a proven system of IP's. i can seen having a medic in a squad that heals and can weld you but if you respawn with your team after the aliens tried so hard to kill you woulden't that imbalance the game unless you make it that the aliens are so strong that a worker (gorge) can kill you 1on1?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    The good thing about squad respawning is that it brings you to the action quicker, and gives you something to do while you're dead. Also, with territories so sharply defined with DI, it brings an element of urgency within the territory boundaries since that marine near the hive could suddenly become 3 then 5 plus, sieges, a phase gate, etc.
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