The Real Problem With Combat Respawning

HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
<div class="IPBDescription">map design!</div> The reason there is so much respawn camping is that the comchair / hive is the same as the spawn area of the relevant team. If the comm chair/hive were moved to a room just OUTSIDE the spawn areas, I think we would have much less frustration for the spawning teams. Here are a few possible solutions:

I. Marine Spawn
a) an airlock-type spawn that only has a button on the inside
b) a boarding ship docking collar
c) a "last stand room" with TF / turrets at doorway


II. Khaara Spawn
a) ledges ABOVE the hive
b) a subterranian tunnel complex UNDER the hive
c) inside cracks in the walls

Comments

  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Good and bad. More often then not its the <b>cramped</b> layout of some of the spawns that leads to the camping. Also on some maps, I've noticed that if only one marine is spawning in at a time, he always spawns in the same location. This leads to really easy camping.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Spawn camping isn't really that much of an issue in the hive. No change necessary there.

    I do think you're right that longer distances between spawns and the chair would lessen spawn camping, because it would lessen the need for aliens to kill EVERY marine before touching the chair. The fact that a newly spawned marine just has to turn around and start unloading on any attacking aliens means that aliens have to keep spawnkilling to make progress. The thing is, though, that aliens would still get one or two people to spawnkill marines in that room while the rest work on the chair because it's just the most effective way to keep them away from the CC.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    co_rebirth had the spawn in a different room than the CC ...it made it a fairly alien-friendly map. Course, it might have been because the spawn was in a made-for-stomping single hallway as well ...
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    It does seem like the marines generaly spawn in the same places over and over again, and since usualy the spawn points are in close proximity to one another it only takes a skulk or two to keep the team dead.

    I think having the spawn code try to spawn marines far away from eachother might decrease camping, without as many hour long games as before.

    Or maby, a few slight modifications could be made to the CO maps, to put in some spawn points that take a skulk a few seconds to run to so the spawning marines might at least have a chance to fire back. (like in NS nothing spawn, or even in caged with the two connected rooms deal)
  • ShrikeShrike Join Date: 2003-02-19 Member: 13739Members, Constellation
    I think something like ns_nancy's marine spawn would work well, so long as the aliens couldn't get into the airlock doors.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    <!--QuoteBegin-Shrike+Feb 16 2004, 01:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike @ Feb 16 2004, 01:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think something like ns_nancy's marine spawn would work well, so long as the aliens couldn't get into the airlock doors. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sounds like TFC <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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