ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
Since this thread is not about 1.1 and how this feature sucks, or that I can beat that feature, I'll post..
My suggestion/idea (damn wrong forum)
Allow aliens to evolve while in que... and tack on the respawn time.. That would allow (hopefully) a few lerks to make their way out and maybe a gorge or two, with 1.1 Fades and even an ONOS could be born..
That would eliminate spawn camping outright...
Now don't stop others from respawning, but each alien is responsible for their own spawn times. So if I'm evolving to a lerk (let's say), and 2 skulks spawn , they would spawn faster than me. It would also allow some respawning to happen almost at the same time.. You could have a skulk and a fade both spawn at about the same time..
Now aliens would have to be smart.. If the marine gets backup and kills the hive while you were evolving to an ONOS, then it's your own fault. But it would make good sense to combat spawn camping..
take spawn camping out and all marines can do is defend til they are ready to attack the hive with HA or siege. With less aliens guarding the hive there are more aliens that can protect the gorge so you cant even gorge hunt.
I do not think its fair for one good reason. Marines are harder to spawn camp in first place, b/c you cant always kill them before they move and they have emergancey beacon. The aliens need an emergancey beacon too.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
No.. just because one side gets something does not automatically mean that the other side does as well.
I'm intrigued with the rumors that in v1.1, Aliens will spawn in Umbra, giving them a few moments to orient and scoot out of the way, such as back to hide behind the Hive. It'd stop the single Marine from being able to completely disable the spawning capability of a single-Hive alien team, but would not stop a full Hive assault as it only applies to those newly spawned in.
And I believe the evolve-while-in-queue idea was suggested previously, but that doesn't stop it from being a decent idea. Only problem is, the Marine would get used to the spawn times.. and if they delayed, he'd know something big was coming, and to either get out ASAP or get reinforcements in that much more quickly.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
As noted. With a COMPETENT commander (aka: sneaky), spawncamping the Marines is impossible because he'll have a second Obs hidden away somewhere, quite possibly all the way across the map, hidden in a shadowy area, or tucked in a vent. He'll assure that you *can't* take down the Obs functions just by killing the obvious one in the base. Heck, even at endgame you may still be getting DB'd left right and sideways, with everything but the CC destroyed. In the case of a REALLY sneaky Comm, he'll keep DBing even after the base is destroyed, from his satellite base hidden far away. Or he'll wait a little and THEN DB after the majority of the Aliens have cleared out to 'bug hunt' the 'last few Marines', in hopes of nailing the Gorge that'll likely be waddling in to cap the base RT as a humiliation, only to end up getting turned into pate by the ten Marines who poof into existence all around him.
Marines have the respawn flexibility locked down ALL over the place. As noted.. with a competent Comm, the 'rines *cannot* be spawncamped.
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And I believe the evolve-while-in-queue idea was suggested previously, but that doesn't stop it from being a decent idea. Only problem is, the Marine would get used to the spawn times.. and if they delayed, he'd know something big was coming, and to either get out ASAP or get reinforcements in that much more quickly.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Damn, thought I was original for once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
True, but 2 things about this.
1) If other spawns were taking place, the spawn camper wouldn't be able to tell when to expect the upgraded spawn (couldn't keep track if 2 things were upgrading certainly)... He would just know that a spawn should have taken place but he wouldn't know if it was a lerk, a gorge, or something meaner <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
2) Even if he knows something big is coming and he runs, isn't that good? If he calls for reinforcements, hopefully at least one other spawn occurs and if 2 fades and a skulk all spawn within 8 seconds of one another (due to timing) 3 marines are going to have a tough time...
As a side note, I agree spawn camping isn't quite so easy on marines..
I think people are blending spawn camping and attacking the hive together. Basically if you are attacking a hive or ip, someone spawns, and you kill them, that's just part of attacking it. It's not spawn camping. Spawn camping is where you have no interest in killing the hive/ip and are there solely to kill the people coming through. If you stop referring to any time the marines are in the alien hive area as spawn camping then it will be less confusing. As you can probably huess, I'm of the opinion that a marine squad shooting the hive but targetting aliens as they spawn is fine, it's not like you're gonna shoot the hive then run away when a skulk spawns or something. But if a marine sits there by himself, comepletely ignoring the hive and just shoots the spawning skulks then I say ban his ****. Funny how the same people who say aliens should work together more and stop the marines from getting into their hive area are the same ones who go into the hive area by themselves and THEN 'wait for reinforcements'.
shame my server gives a ping of 900+ to whoever that was <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> You must be very very far away!
I ban spawncamping. However, if the marines are actually attacking, then dying in your spawn area isn't an issue. I think most people understand that though. Roll on 1.1, it'll save me the time typing in admin_slay XX or admin_llama YY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
My suggestion/idea (damn wrong forum)
Allow aliens to evolve while in que... and tack on the respawn time.. That would allow (hopefully) a few lerks to make their way out and maybe a gorge or two, with 1.1 Fades and even an ONOS could be born..
That would eliminate spawn camping outright...
Now don't stop others from respawning, but each alien is responsible for their own spawn times. So if I'm evolving to a lerk (let's say), and 2 skulks spawn , they would spawn faster than me. It would also allow some respawning to happen almost at the same time.. You could have a skulk and a fade both spawn at about the same time..
Now aliens would have to be smart.. If the marine gets backup and kills the hive while you were evolving to an ONOS, then it's your own fault. But it would make good sense to combat spawn camping..
My 2 cents..
I'm intrigued with the rumors that in v1.1, Aliens will spawn in Umbra, giving them a few moments to orient and scoot out of the way, such as back to hide behind the Hive. It'd stop the single Marine from being able to completely disable the spawning capability of a single-Hive alien team, but would not stop a full Hive assault as it only applies to those newly spawned in.
And I believe the evolve-while-in-queue idea was suggested previously, but that doesn't stop it from being a decent idea. Only problem is, the Marine would get used to the spawn times.. and if they delayed, he'd know something big was coming, and to either get out ASAP or get reinforcements in that much more quickly.
Marines have the respawn flexibility locked down ALL over the place. As noted.. with a competent Comm, the 'rines *cannot* be spawncamped.
Damn, thought I was original for once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
True, but 2 things about this.
1) If other spawns were taking place, the spawn camper wouldn't be able to tell when to expect the upgraded spawn (couldn't keep track if 2 things were upgrading certainly)... He would just know that a spawn should have taken place but he wouldn't know if it was a lerk, a gorge, or something meaner <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
2) Even if he knows something big is coming and he runs, isn't that good? If he calls for reinforcements, hopefully at least one other spawn occurs and if 2 fades and a skulk all spawn within 8 seconds of one another (due to timing) 3 marines are going to have a tough time...
As a side note, I agree spawn camping isn't quite so easy on marines..
I ban spawncamping. However, if the marines are actually attacking, then dying in your spawn area isn't an issue. I think most people understand that though. Roll on 1.1, it'll save me the time typing in admin_slay XX or admin_llama YY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->