Old Respawn System
Act_Chill
Join Date: 2003-04-24 Member: 15816Members
<div class="IPBDescription">It was fair but not liked</div> The old respawn system prevented spawn camping and I think made things more "fair". An ono would take longer than a skull to respawn and a level 10 person I think took more time to respawn than a level 1. A level 10 ono did take a "long" time to respawn but I thought it made the game play better. If your team is all dead and and all the marines are at the hive you still had a chance.
The new system being used should be based on the amount of players in the server. When its 5v6 I think one team gets 2 respawning at a time while the other gets only 1.
The new system being used should be based on the amount of players in the server. When its 5v6 I think one team gets 2 respawning at a time while the other gets only 1.
Comments
I like the current spawning system, except it needs to spawn more people at a time, depending on how many are dead.
the old old old spawn system = vanilla marine till lvl 10 and BAM.... uber marine
and super skulks / xenocide skulks were nerfed to hell..... 35 second respawn to xenocide once? ha...i think not
aliens dies so fast in combat anyways...... a 35 second respawn timer is just not justified.....
as for the whole team respawns when everyone is dead.... can you say stalemate?
Yer this does shite me off.
Its so unfair if you have a 5vs6 and they are spawning at double the rate you are...
But on co_pulse today, had a weird situation where rines were spawning in exactly the same spot every time, the one just at the top of the ramp.
Im guessing this was a bug, but it was very annoying, made it far too easy for the aliens to spawn camp.. usually really like that map as there are lots of spawn points spread all over, so you dont instantly get chomped as soon as you spawn.
The system should be what it was where the higher the level, the longer it takes to respawn.
You might as well make nobody spawn. How can one alien make a difference to 6-8 marines in the hive, or vice versa?
1) teams are stacked
2) rines just weren't fast enough or worked together
for example, on co_core. if rines just go rambo (esp on maps that are 5 v 5 or more) they will lose unless the rambo rine is very skilled. co_maps still mean teamwork, just differently. i do agree though, i think the re-spawn times do need to be shortened
I preferred the old system. And I hope Flayra will change the current one because it's just so cheap.
I would reccommend a mix of the two. Right now, only about 1/4 of your team can spawn in at once. Maybe that can be scaled by the average team level, so, as the game progresses, less people can spawn in at once. I would put the initial spawn size at around 1/3 or maybe 1/2 of the team size. That gives the defense side of the early games a respectable advantage.
Spawn campings a huge problem in co, mainly for marines, because aliens are much stronger up close. I've never really found it a problem on aliens, except on co_pulse (that map has some of the most campable spawns, on both sides).
It's mainly the jpers and fades who survive heavy spawncamping.
Here are a couple ideas:
<ul><li>Waves. The marines spawn at the same rate, but now 3 at a time. It would depend on the number of players. Dod style would be nice</li><li>Proportional to the number of aliens in the spawn</li><li>Brief invincibility. This has been suggested, and I think would just be lame and ruin the atmosphere.</li><li>My favorite. Make the marines have a safe spawn area a little back from the action, but they have to walk a little ways to get in. I'm thinking dod style again. This is a mapping thing though.</li></ul>
And we NEED a spawn timer for how long til you spawn!!
It was mentioned...right above me too! I gotta check page 2 next time instead of just posting. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Also. Kind of off topic, but along with a spawn timer - I think being able to upgrade yourself when you're dead would be a huge asset.
*Gives Jokis a cookie*
You should probably post that in the public beta forums, it's a great idea.
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the server i play on has it. it was set at 3 sec but found to be to much and has been chainged to 2 sec. i like it, it gives your team a chance to break a spawn camp.
I don't think it ever worked and has never been fixed.... not 100% sure though.
5 sec sounds too long... even just 1 sec will be greatly helpful.