Spawn Protection?

DeTeNaDeTeNa Join Date: 2010-12-18 Member: 75751Members
edited January 2011 in NS2 General Discussion
Hey guys
will there be something like a spawn protection in the next updates?
It's very annoying when a skulk or a fade attacks the ip while you're spawning because you are going down immediately.
I think only 1 second invulnerable would be enough.
what do you think?

greez
«13

Comments

  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    Its balanced out by the fact if Marines get to the hive they can clear out eggs easily and keep Aliens from hatching.
    Basically if a Alien is attacking the only IP on the map and there is no Marine about to chase it off then I would imagine its pretty much GG anyways.

    It would be amusing to re-introduce telefrags though, I see too many lazy Skulks standing IN the IP and biting, no respect these youngsters :P
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    Spawn protection would take you away from the idea of the game.

    Your egg is more than reasonable protection too.
  • DeTeNaDeTeNa Join Date: 2010-12-18 Member: 75751Members
    come on away from the ideo of the game? don't magnify
    there are so much eggs... with 3 hives about 20 i think that is something like a spawn protection
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Solutions:
    - build more infantry portals
    - get the powernodes in other rooms and build even mroe infantry portals
    - build sentries to cover the infantry portals
    - marines can use their weapons to kill aliens and stop them eating the infantry portal

    agree that SOME kind of spawn defense is a good idea, like if when a marine comes through the IP - the flashing blue energy beams cause serious damage to any aliens next to the portal.
  • DeTeNaDeTeNa Join Date: 2010-12-18 Member: 75751Members
    But then the aliens have to stop eating marines because if they kill one of them there wil be this blue beam again and again and so the ip will be unbeatable i think a second to get out of the ip would be enough
  • DeTeNaDeTeNa Join Date: 2010-12-18 Member: 75751Members
    if you attack the eggs they also need 2-3 seconds to go down.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    current system works fine. If the aliens can sit on your IP you have failed anway
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited January 2011
    Spawnprotection is not really necesary if ppl just learn how to kill ips without insta killing rines. A shítload seems to be unable of grasping how to hurt an ip without accidently damaging rines just as they spawn. Myself I often stand a bit next to ip and bite on that part which sticks up a little bit.

    Also, would it not make some sense if an ip pushed away ppl from its center and out when its rotating (or slightly hurt whoever touch the spinning part)? Both for gameplay, and cool sci fi effects.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Don't have your team spread out through the whole map while leaving a single unprotected IP at base. Problem solved.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I wouldn't mind if it telefragged anyone on top of the IP, though.
  • broadbandbroadband Join Date: 2005-01-06 Member: 33013Members
  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    edited January 2011
    The biggest issue is extremely early game rushes which work all too well, since neither team has researched upgrades, but Marines rely on them more than the Xenos do. Telling people to fix the issue by building more IP or adding sentry guns to defend the IP is like asking the Xenos to build an Onos before the Marines can rush to their first hive. Also, destroying the initial IP, CC or EN is far faster than destroying a hive especially without shotguns or grenades.

    Base or spawn protection for the first five minutes would be enough time to get the game started, and would reduce organized cheesing.
  • broadbandbroadband Join Date: 2005-01-06 Member: 33013Members
    <!--quoteo(post=1825978:date=Jan 21 2011, 03:07 PM:name=eisiger)--><div class='quotetop'>QUOTE (eisiger @ Jan 21 2011, 03:07 PM) <a href="index.php?act=findpost&pid=1825978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The biggest issue is extremely early game rushes which work all too well, since neither team has researched upgrades, but Marines rely on them more than the Xenos do. Telling people to fix the issue by building more IP or adding sentry guns to defend the IP is like asking the Xenos to build an Onos before the Marines can rush to their first hive. Also, destroying the initial IP, CC or EN is far faster than destroying a hive especially without shotguns or grenades.

    Base or spawn protection for the first five minutes would be enough time to get the game started, and would reduce organized cheesing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    scenario 1: commander tells marines that the base is under attack, they return and kill the skulks attacking.
    scenario 2: commander tells marines that the base is under attack, they return and die to the skulks, they lose because they couldn't protect the base.

    working as intended.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    This is sorely needed. A 3s spawn protection would be helpful for both sides. I see marines frequently die the moment they spawn from an IP, which is a stupid game mechanic. Same pretty much occurs for skulks when marines have fts.

    <!--quoteo(post=1825905:date=Jan 21 2011, 03:58 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 21 2011, 03:58 AM) <a href="index.php?act=findpost&pid=1825905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Solutions:
    - build more infantry portals
    - get the powernodes in other rooms and build even mroe infantry portals
    - build sentries to cover the infantry portals
    - marines can use their weapons to kill aliens and stop them eating the infantry portal

    agree that SOME kind of spawn defense is a good idea, like if when a marine comes through the IP - the flashing blue energy beams cause serious damage to any aliens next to the portal.<!--QuoteEnd--></div><!--QuoteEEnd-->

    None of these are really viable or desirable. Ips and sentries could 20c, making them cost prohibitive in most cases. Expanding to another tech node costs a minimum of 40c and is usually a waste of res because its currently hard to defend one tech node, let alone two. Also, since it generally takes two marines to guarantee a skulk kill, the last point would require somewhere between 30% to 40% of the team (depending on whether its a 14 or 10 person server) to camp the base until ft, which is silly imo.
  • broadbandbroadband Join Date: 2005-01-06 Member: 33013Members
    <!--quoteo(post=1825981:date=Jan 21 2011, 03:15 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jan 21 2011, 03:15 PM) <a href="index.php?act=findpost&pid=1825981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is sorely needed. A 3s spawn protection would be helpful for both sides. I see marines frequently die the moment they spawn from an IP, which is a stupid game mechanic. Same pretty much occurs for skulks when marines have fts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    wait for a server plugin, there's no reason to ruin a completely viable strategy in favor of making the game easier for people who can't work together to defend the structures that spawn them. i'm sure we'll see a lot of pub servers with plugins like this.
  • CamronCamron Join Date: 2011-01-06 Member: 76356Members
    Spawn killing is part of the "conquest" type gameplay/gamemode. It's only bad in other gamemodes like team deathmatch where killing the enemy only gives you "points" and nothing more.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    I can't help but wonder whether suggestions of spawn protection are coming from people who never played NS1.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    Spawn protection is just plain annoying.
    If the enemy managed to bypass your team he deserves to cause some damage to/in your base.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    spawn protection is the rifle in your hand and your team mates hands.
  • SatanLovesYOuSatanLovesYOu Join Date: 2004-05-03 Member: 28410Members, Reinforced - Shadow
    <!--quoteo(post=1825896:date=Jan 21 2011, 05:24 AM:name=ASnogarD)--><div class='quotetop'>QUOTE (ASnogarD @ Jan 21 2011, 05:24 AM) <a href="index.php?act=findpost&pid=1825896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be amusing to re-introduce telefrags though<!--QuoteEnd--></div><!--QuoteEEnd-->

    This
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1825999:date=Jan 21 2011, 01:19 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Jan 21 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1825999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't help but wonder whether suggestions of spawn protection are coming from people who never played NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've played NS1 and NS2!=NS1, nor should it. Spawn protection would add to NS2, not subtract from it.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    I've got an interesting possible fix for marines being cripped by skulks chomping the IP.

    It's a bit unbalanced, because skulks know ahead of time (due to the spawning animation) when someone is about to spawn in.

    For aliens, you can't tell which egg they will hatch from.

    Perhaps when the marine spawns in, if there is an alien right on the IP (like they normally are to chomp on it) they get telefragged?

    That way skulks would need to back off a little when the marine spawns in, giving them a second or so to dodge any waiting skulk.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1825916:date=Jan 21 2011, 08:39 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jan 21 2011, 08:39 PM) <a href="index.php?act=findpost&pid=1825916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spawnprotection is not really necesary if ppl just learn how to kill ips without insta killing rines. A shítload seems to be unable of grasping how to hurt an ip without accidently damaging rines just as they spawn.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hang on. Why wouldn't you want to do this? 'cause you're a gentleman?
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2011
    Telefrag wont help in such situations... its rare that ppl stand on top of the ip anyways.

    IF your whole team is dead and you only got 1 base and 1ip its lost...

    Bring back old distress beacon that respawns dead marines, and not only teleports alive ones...

    Another option:
    Give the command station such an ability.
    Maybe with energy cost since you cant spam build(like you could with observatorys) and energy is more important on them... no macs => no repaired powernodes/structures...
    Maybe give it a few minutes cooldown...
    Maybe a fair res cost... (10-20?)
    Maybe it needs so much power that the whole room will go offline for a few seconds. (powernode overload + red alert)
    Maybe a combination of all.


    (i like the cooldown(3-5min) + overload(10-20s))
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I don't see the problem of spawning in and being fragged.

    This only tends to happen in games that are 3v3, 4v4. Anything above that number and the IP will be backed up in no time.

    If you have left your base poorly defended, you deserve to be punished.

    I think that perhaps the IP could be cheaper, but apart from that, it is fine.

    Telefragging will bring in a huge deal of problems with it, if anything just cause the lifeform to be 'thrown off' the IP when someone spawns in.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    <!--quoteo(post=1826181:date=Jan 22 2011, 11:53 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 22 2011, 11:53 AM) <a href="index.php?act=findpost&pid=1826181"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hang on. Why wouldn't you want to do this? 'cause you're a gentleman?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because I say so ;).
    Nah, but really, it is not fun for anyone if the enemys cant spawn back, and are just forced to stay dead until the ip dies (and in some cases, skulk actually never TRY to kill ip...), or a teammate retreats and gives you time to spawn (never happens, and when it does, you are always in the "charging spawn" mode).

    Even as an alien I dont find it funny to spawncamp, way more fun to munch on the ip, then when someone spawns, I give them 1-2 seconds before I attack. Only time I spawncamp as alien is when marines are winning by spawncamping the hive :P.


    I disagree with spawnprotection idea, what I do want is something giving rines atleast a chance to spawn without dying.
    Such as my idea for pushing aliens of the ip when marine is about to spawn, or a new idea I got.
    Not forcing rines to spawn, making them have to press a button like space or primary fire to spawn.
    This could make them able to cooperate with other dead marines by all spawning at the same time, or when a teammate come to the rescue, they can actually spawn during that short interval that aliens are busy killing teammate.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think there should be an 'EMP' style pulse as you spawn, and it knocks aliens backwards a meter or so.

    Enough time to put up a bit of a fight or escape.

    If it is being attacked by 2 skulks and 2 fades, you are going to be dead anyway.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    <!--quoteo(post=1826209:date=Jan 22 2011, 11:00 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jan 22 2011, 11:00 PM) <a href="index.php?act=findpost&pid=1826209"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because I say so ;).
    Nah, but really, it is not fun for anyone if the enemys cant spawn back, and are just forced to stay dead until the ip dies (and in some cases, skulk actually never TRY to kill ip...), or a teammate retreats and gives you time to spawn (never happens, and when it does, you are always in the "charging spawn" mode).

    Even as an alien I dont find it funny to spawncamp, way more fun to munch on the ip, then when someone spawns, I give them 1-2 seconds before I attack. Only time I spawncamp as alien is when marines are winning by spawncamping the hive :P.


    I disagree with spawnprotection idea, what I do want is something giving rines atleast a chance to spawn without dying.
    Such as my idea for pushing aliens of the ip when marine is about to spawn, or a new idea I got.
    Not forcing rines to spawn, making them have to press a button like space or primary fire to spawn.
    This could make them able to cooperate with other dead marines by all spawning at the same time, or when a teammate come to the rescue, they can actually spawn during that short interval that aliens are busy killing teammate.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's just illogical, man. What you're doing is you're being polite, for no reason. And that's cool and all, but I doubt marines notice or appreciate it, chances are if you're chomping on their IP they're probably going to lose in the next couple of minutes.

    Bring back telefrag imo. If a skulk/fade is close enough to chomp/slash on a spawning marine (death range from attacker to origin of IP = hitbox radius + attack range), he should be instantly killed. Same for any afk marines.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited January 2011
    There are spawn protections!
    Called Sentry on marine side and whip/hydra on alien side.
    And if a fade attack the ip, the commander can call with the obsevatory a mass spawn.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    No, those are base protections.

    Know this: The issue is not that the IP is vulnerable, it's that players die instantly upon spawning and rejoin the spawn queue immediately.
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