Spawntimes

KarkoKarko Join Date: 2012-01-15 Member: 140533Members
edited January 2012 in NS2 General Discussion
After playing a lot of NS2 gather games I'v come to realize its really a problem that the marines spawn in 8 seconds but the aliens can spawn right away in 1 second, a matter of clicking mouse1 (if they have Eggs, and they pretty often have them). The aliens can come back to where they died so quick it feels a bit unfair?

Personally I think it would balance the game a bit if they both had the same spawn time. So my suggestion would be to <b>increase the spawntime for aliens to 6-8 seconds.</b>
What do you guys think?


(PS. I'v been playing for longer, but I only registered here recently, so dont focus on my profile status)

Comments

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    I agree, alien spawning times are definitly too low.
    Even if you lose 5 skulks in an early rush, all players are spawned again within something like 10 seconds.
    In NS1 it took 6 seconds for each alien to spawn, and there was a spawnqueue, just like on marines with one IP.
    The NS2 spawnqueue needs some reworking to make it more fair.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115986&view=findpost&p=1897356" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1897356</a>
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I liked it when dieing actually meant something as alien, and you had to care about egg count and sometimes play saver - dont just rambo rush like stupid one by one... (or try to get back and heal up at a gorge, and not just waste your life because you are a skulk with 10hp left... => made gorges important in early game)

    (but this might need some oh-###### button for aliens so you can spawn eggs at some tres cost or need of some extra structure)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree
  • TekJTekJ Join Date: 2011-08-13 Member: 116212Members
    edited January 2012
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited January 2012
    Basically, enforce the "You will be respawned in ... seconds", and cut the "unless you press +attack to spawn immediately" part?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1897525:date=Jan 26 2012, 11:32 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jan 26 2012, 11:32 PM) <a href="index.php?act=findpost&pid=1897525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically, enforce the "You will be respawned in ... seconds", and cut the "unless you press +attack to spawn immediately" part?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem with that is, if you have several eggs, which you do, several aliens can spawn at once.
    Way too powerful compared with the marine spawning rates, 8 seconds per IP.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited January 2012
    <!--quoteo(post=1897532:date=Jan 27 2012, 08:50 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 27 2012, 08:50 AM) <a href="index.php?act=findpost&pid=1897532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem with that is, if you have several eggs, which you do, several aliens can spawn at once.
    Way too powerful compared with the marine spawning rates, 8 seconds per IP.<!--QuoteEnd--></div><!--QuoteEEnd-->
    also you would no longer be able to chose the egg to spawn from, or switch between hive locations
  • KarkoKarko Join Date: 2012-01-15 Member: 140533Members
    Even adding a spawn time of (6-8 seconds?) for aliens would help a lot from the current situation.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Agreed. It's been a problem for a long time.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Also agreed, skulks are all rambo now.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    <!--quoteo(post=1897532:date=Jan 27 2012, 06:50 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 27 2012, 06:50 AM) <a href="index.php?act=findpost&pid=1897532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem with that is, if you have several eggs, which you do, several aliens can spawn at once.
    Way too powerful compared with the marine spawning rates, 8 seconds per IP.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What about this, instead:

    + An alien dies, they get sent into the spawn queue.

    + Each alien must wait a minimum of 8 seconds before being able to spawn, and their personal spawn timer starts once the alien previously in the spawn queue has spawned. Basically the same as the IP.

    + There is one queue per hive * (analogous to 1 IP per CC). Players enter the least populated queue first. (Although queues are linked to hives, this does not mean that you will spawn at a particular hive based on what queue you are in.)

    + Aliens should, as now, be able to choose when to actually spawn, as long as there are eggs.

    -> So if you had 3 hives (queue 1, queue 2, queue 3), and 6 players all died "at the same time", then you would fill queue 1, then queue 2, then queue 3, then queue 1, then queue 2, then queue 3; so in each queue there would be two players (16 seconds to spawn the lot).

    -> So if there are 2 hives and 2 aliens died within a second of each other, they could both spawn within a second of each other, after each waiting the minimum 8 seconds.

    -> So if you had 6 aliens in the spawn queue with 1 hive (queue 1 only), then each would have to wait 8 seconds, meaning 48 seconds to spawn the lot.

    -> As long as there are eggs, in any of these cases, aliens could choose to postpone spawning so that they could all spawn in at the same time. However, the minimum time required to do so would be 8*ceiling(number of players/number of hives).
    e.g. 5 dead aliens, 1 hive : Minimum time to spawn the lot at once = 8*ceiling(5/1) = 8*5 = 40 seconds.
    e.g. 5 dead aliens, 2 hives: Minimum time to spawn the lot at once = 8*ceiling(5/2) = 8*3 = 24 seconds.
    e.g. 5 dead aliens, 3 hives: Minimum time to spawn the lot at once = 8*ceiling(5/3) = 8*2 = 16 seconds.
    e.g. 5 dead aliens, 4 hives: Minimum time to spawn the lot at once = 8*ceiling(5/4) = 8*2 = 16 seconds.

    * Alternatively, rather than hives, you could link the number of queues to some basic alien structure, to be more analogous to IPs (marines can build multiple IPs per CC). I think just using hives would work nicely though.

    So yes, aliens can all spawn in at once if there are eggs, but the trade-off is the much longer waiting period involved.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1897569:date=Jan 27 2012, 01:51 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 27 2012, 01:51 AM) <a href="index.php?act=findpost&pid=1897569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Alternatively, rather than hives, you could link the number of queues to some basic alien structure, to be more analogous to IPs (marines can build multiple IPs per CC). I think just using hives would work nicely though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You could just give the hives an upgrade that lets more aliens spawn at the same time from 1 hive (same as having multiple ips).

    A problem is though that it needs to scale well with an increased player count. I guess you'd probably require at least 2 IPs on a 16v16 game, perhaps even up to 4 would be needed pretty early on to avoid players waiting for ages.

    The same thing goes for res. It's why I think the commander res should be separate from pres, since it'll be very difficult to balance for weapons as well as scaling well for med packs and ammo.
  • TekJTekJ Join Date: 2011-08-13 Member: 116212Members
    edited January 2012
    Why not ensure that there have a respawn in the after 2 seconds, and the period of 8 seconds is between "two respawn"? when a marine dies he respawn 2 seconds later, when two marines died, the first respawn almost instantly and the second must wait 8 seconds. if two IP: both respawn almost instantly (2s by IP), and there, wait 8 seconds for both IP.
    1 Marine die > 1 Ip : 2 sec
    2 marine die > 1 Ip : First 2 sec, next 10sec (2+8)
    3 marine die > 1 Ip : first 2 sec, next 10sec (2+8) , next 18sec (10+8)

    1 marine die > 2 Ip : 2 sec
    2 marine die > 2 ip : first 2 sec (ip1), next 2sec (ip2)
    3 marine die > 2 Ip : first 2 sec (ip1), next 2 sec (ip2), next 8+2 sec (ip1)
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    Does the observatory beacon still revive all dead marines? Or does it just revive those who were currently respawning in a ip?

    I think both sides should have spawntimes which are roughly the same.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1897639:date=Jan 27 2012, 02:03 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jan 27 2012, 02:03 PM) <a href="index.php?act=findpost&pid=1897639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does the observatory beacon still revive all dead marines? Or does it just revive those who were currently respawning in a ip?

    I think both sides should have spawntimes which are roughly the same.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Only revives marines that are spawning at an IP, and teleports all living marines to the observatory location.
    I think that change should be reverted, and have beacon cost 10 team resources.
    That way you prevent spamming observatories for more beacon, and you will be able to make offensive beacons without needing to hide the obs somewhere for x amount of time to regenerate up to 50 observatory energy.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    I thought htey introduced spawn times for aliens ~ 4 secs? , did they remove that again?
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2012
    <!--quoteo(post=1897639:date=Jan 27 2012, 08:03 AM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jan 27 2012, 08:03 AM) <a href="index.php?act=findpost&pid=1897639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does the observatory beacon still revive all dead marines? Or does it just revive those who were currently respawning in a ip?

    I think both sides should have spawntimes which are roughly the same.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If they should revert it, they should really think about giving the aliens a similiar ability. Aliens are already pretty screwed if marines are at their hive because the grenade launcher kills most of the eggs even if the marines arent focused on the destroying the eggs.
    Maybe the shift chamber should get such a ability which requires energy like the observatory does.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1897680:date=Jan 27 2012, 06:04 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jan 27 2012, 06:04 PM) <a href="index.php?act=findpost&pid=1897680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If they should revert it, they should really think about giving the aliens a similiar ability. Aliens are already pretty screwed if marines are at their hive because the grenade launcher kills most of the eggs even if the marines arent focused on the destroying the eggs.
    Maybe the shift chamber should get such a ability which requires energy like the observatory does.<!--QuoteEnd--></div><!--QuoteEEnd-->
    How about a onetime teamres(on the hive?) cost to instantly place down some eggs?
    Would be similar to beacon, except there would still be a spawnqueue.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1897792:date=Jan 28 2012, 09:25 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 28 2012, 09:25 AM) <a href="index.php?act=findpost&pid=1897792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about a onetime teamres(on the hive?) cost to instantly place down some eggs?
    Would be similar to beacon, except there would still be a spawnqueue.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This.
    and/or
    Temporary (a few seconds) egg invulnerability.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'd rather see the marine spawn time reduced. Sitting in a spawn queue is as much fun as watching the game from the inside of an onos.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1897848:date=Jan 28 2012, 06:48 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jan 28 2012, 06:48 AM) <a href="index.php?act=findpost&pid=1897848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd rather see the marine spawn time reduced. Sitting in a spawn queue is as much fun as watching the game from the inside of an onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You need an adequate spawn time to allow the other team a chance to attack the base. If it's too low then it'll just be like a deathmatch mode.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1897849:date=Jan 28 2012, 07:55 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jan 28 2012, 07:55 AM) <a href="index.php?act=findpost&pid=1897849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You need an adequate spawn time to allow the other team a chance to attack the base. If it's too low then it'll just be like a deathmatch mode.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1897848:date=Jan 28 2012, 01:48 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jan 28 2012, 01:48 AM) <a href="index.php?act=findpost&pid=1897848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd rather see the marine spawn time reduced. Sitting in a spawn queue is as much fun as watching the game from the inside of an onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There has to be a penalty for dying, "instant respawn" isnt fitting for natural selection.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1897909:date=Jan 28 2012, 04:03 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jan 28 2012, 04:03 PM) <a href="index.php?act=findpost&pid=1897909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There has to be a penalty for dying, "instant respawn" isnt fitting for natural selection.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And you can increase spawnrate by placing more IP's if the res is flowing and your marines are kamikaze-ing too much
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