Make Cheesys Respawn Official!

BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
<div class="IPBDescription">It works, doesn't it?</div> I've been playing on servers with cheesys, and its a lot more fun than one at a time spawning. One at a time spawning means that once your whole team's dead, gg (marines anyway). It makes it really hard to come back.

I'm going to keep this short. The big argument against waves is that it makes it incredibly hard to win. Marines have a much easier time attacking against wave spawning because they can stay out of reach with jetpacks. Aliens can have a helluva time getting through a team of 6 hmgs that keeps spawning together.

But does it matter? Aliens win through the timer anyway, so why do they even need to take out the cc? CCs are there now basically in case the marines get spawn camped so the game doesn't last forever. On servers with cheesy's, I've seen equal numbers of alien and marine wins. Seems balanced. Marines get the hive. GG. Aliens hold them off GG. Both a LOT more fun than sitting around in a spawn que.

I rest my case.
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Comments

  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    There were a number of good ideas for spawning discussed when we were testing beta 4a, and I remember Flayra saying he would consider it. I personally still find the "click to spawn" idea best. This would allow for diverse tactics in pubbing as well as clan play. It would also make spawncamping that much harder.

    While I like Cheesy's system, I don't think it would change much, but I do agree that the current spawning system is defective.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Almost all servers use the plug-in and i dont think all of them can be wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    As Wither said im sure it has been taken into consideration for beta5 and beyond
  • VeetsVeets Join Date: 2004-02-05 Member: 26089Members
    Personally I enjoy the system as it is and I don't see many servers that use it (outside of servers that are already heavily customised). The single spawn system forces players to at least try to drop a mentality along the lines of "I died, never mind that, I'll spawn safely enough and be back in it". It also keeps games more "punchy" where sides are punished for throwing themselves uselessly against the other team with their entire team dying and leaving their main structure open to an end game attack.

    All I've seen Cheesy's mod do on the servers I've played with it on is to generally just delay what was already a decided ending. Rarely does it swing the tide the other way, because once a team is pummeling away with all opposition dead, it's just a stream of experience that keeps them echelons above the others.

    Anyway, more people would probably support the suggestion of it being introduced, but for the sake of keeping games short, sweet and full of action, single spawn does it for me better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • 999Hydralisk999Hydralisk Join Date: 2004-04-13 Member: 27907Members
    <!--QuoteBegin-Veets+Aug 13 2004, 05:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Veets @ Aug 13 2004, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Personally I enjoy the system as it is and I don't see many servers that use it (outside of servers that are already heavily customised). The single spawn system forces players to at least try to drop a mentality along the lines of "I died, never mind that, I'll spawn safely enough and be back in it". It also keeps games more "punchy" where sides are punished for throwing themselves uselessly against the other team with their entire team dying and leaving their main structure open to an end game attack.

    All I've seen Cheesy's mod do on the servers I've played with it on is to generally just delay what was already a decided ending. Rarely does it swing the tide the other way, because once a team is pummeling away with all opposition dead, it's just a stream of experience that keeps them echelons above the others.

    Anyway, more people would probably support the suggestion of it being introduced, but for the sake of keeping games short, sweet and full of action, single spawn does it for me better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I feel the same way and you typed it for me. Quotes own.

    Anyways the respawn only slows the inevitable and sometimes makes camping worse. As more exp is rewarded.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    While Cheeseh's spawn system is certainly an improvement over the 3.04a model, that doesn't mean it's the <i>best</i> possible model. The biggest problem that it doesn't address is how higher level (or at least HA/jp and fade/onos) players spawn as fast as a level 1 skulk.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Spawncamping is a strategy, no different than if you played classic. If you allow yourself to get spawncamped too bad. Get a guy to stay behind, or mine up your spawn, or go gorge and web up the place.. The system is only remotely useful for servers with combat times of 20+ (Which usually are for larger servers), where there is nothing you can really do about spawncamping because of the sheer amount of players in the game and the absurdly long spawnqueues if they spawn one by one..

    Any combat game that lasts more than 10 minutes is absurd. I've had many games that the marines JUST got the hive down right after the 10 minute mark and they complain: "Man, 10 minutes is WAY too short", when in fact it was perfect. It tells you 'Maybe if I had been more aggressive, we would've won that game'.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    Forlorn's system was better...
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-blackholedreams+Aug 13 2004, 08:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blackholedreams @ Aug 13 2004, 08:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forlorn's system was better... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yup
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Well the good news is, the system I've recommended is being used in b5, or partially anyways.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> gg CPL!
  • VeetsVeets Join Date: 2004-02-05 Member: 26089Members
    *awaits thread to be nuked for someone slipping info about the next version* <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Forlorn+Aug 14 2004, 07:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Aug 14 2004, 07:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well the good news is, the system I've recommended is being used in b5, or partially anyways.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> gg CPL! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <3

    Hopefully I wont have to play with cheesy's respawnsystem any more. I hate it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-coris+Aug 14 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Aug 14 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Aug 14 2004, 07:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Aug 14 2004, 07:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well the good news is, the system I've recommended is being used in b5, or partially anyways.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->  gg CPL! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <3

    Hopefully I wont have to play with cheesy's respawnsystem any more. I hate it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thing about cheesy's respawn system... "it's cheese"
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    I don't think cheesys respawn system should be added to the offical release, but something deffinatly needs to be done to the current one.
    All that's happening ATM is that rines know if they walk out of the safety of there spawn they will get raped by skulks and an early game fade.
    So the answer they find to that, is camp. camp your balls off untill someone can afford onos.
    In that case, if you die it's GG spawn queue (spelling)
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    The biggest problem about Cheesy's is how it horribly breaks spectator mode (unless that's just a fluke with this server I play on). However, a wave spawn can be implemented without breaking spectator, which is something the devs have done before.
  • AvvatarAvvatar Join Date: 2003-10-26 Member: 21970Members, Constellation
    Cheesys respawn is horribly imbalanced. There is simply no way to do enough damamge to kill all the spawning aliens as marines. Marines on the other hand, -rarely- get much more than their lvl0 life. Not many get heavy armor, meaning aliens can still kill in 2-4 hits. The beta4a respawn system is freaking awesome. No one even gave it a chance. They all just started whining as soon as it was released and didn't stop and play it long enough to get adjusted. Once you were used to the new spawn system, it required some *gasp!* strategy! But most people can't handle that. Most people can't handle not being able to get to level 10 every goddamned round. I loved rounds going fast enough that level 7 was rare. It made it so you actually had to think, and plan about what upgrades you were getting.

    Classic is still better in any case... I'm just sick of people whining about changes in a BETA, and not even bothering to test them. Don't know how many servers took combat out of rotation until they got cheesys respawn. The purpose of the beta is to test, if you haven't actually tested the beta4a spawn system, you shouldn't whine about it.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I liked the original beta 1 spawn system the most. Although a variant on that to be dependant on the upgrades taken rather than level would be even better.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited August 2004
    <!--QuoteBegin-RabidWeasel+Aug 14 2004, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Aug 14 2004, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I liked the original beta 1 spawn system the most. Although a variant on that to be dependant on the upgrades taken rather than level would be even better. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Same. Combat in b1 was fun, after that Flayra just kept breaking it more and more, couldn't get it balanced, so put a 10 minute timer on and said 'LOL ITS DONE'. Combat might have been for some goofy lame 'quick match' idea but I had a LOT more fun with huge 45 minute combat fights with full teams, and I know I'm not the only one. Despite that, surprisingly, I think all versions of Combat past B1 weren't fun, and have just been somewhat lame.
  • c_omac_oma Join Date: 2004-06-20 Member: 29425Members
    <!--QuoteBegin-Wither+Aug 13 2004, 04:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wither @ Aug 13 2004, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "click to spawn" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    affirmative
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Fact: Flayra was actually going to implement wave spawning into Beta 4a, but some problems came up and he decided to hold it until the next release(little did we know that it would take more than 3 months). I believe the system he decided on was basically the same as what it was earlier in the beta; at a certain interval, everyone in the queue would spawn except those who had died too recently(IIRC).

    Cheesy's respawn is better than what we have now, but I think a limited wave spawn is the better solution. Cheesy's makes games very difficult to end, which of course usually works in the aliens' benefit.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    yeah that makes sense to me. but any spawn system is more fun then 1 player spawning. even if it isn't balanced at all
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    What IS Forlorn's spawn system?

    My favorite spawn system is still the old full wave spawn: but when all players on the team are dead simultaneously, the game is over. That rocked. I wouldn't want it on ALWAYS, but if it was a togglable <i>mode</i>...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-EEK+Aug 14 2004, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Aug 14 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-RabidWeasel+Aug 14 2004, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Aug 14 2004, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I liked the original beta 1 spawn system the most. Although a variant on that to be dependant on the upgrades taken rather than level would be even better. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Same. Combat in b1 was fun, after that Flayra just kept breaking it more and more, couldn't get it balanced, so put a 10 minute timer on and said 'LOL ITS DONE'. Combat might have been for some goofy lame 'quick match' idea but I had a LOT more fun with huge 45 minute combat fights with full teams, and I know I'm not the only one. Despite that, surprisingly, I think all versions of Combat past B1 weren't fun, and have just been somewhat lame. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I mostly agree(although maybe with less harsh words). Not because of nostalgia really, I like playing combat and have done so in all versions, but beta 1 was great. Nubs who had little chance would get a new chance sooner, and pros who stayed alive for 15 minutes at a time would stay dead for some time once killed.
    Although it ought to depend on more on what kind of upgrades you have(lifeforms cause much slower spawn, additional hive ability less so, ordinary upgrades almost no difference) rather than your level. Even a level 10 skulk shouldn't stay dead as long as a level 10 onos.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    I like 4a best so far. I hate it when both teams consist of all level 10's and it drags on for an hour.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Why the h8 for epic battles? :'(
    btw mp_timelimit [short] if the server admins dont like it
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why the h8 for epic battles? :'(<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Their not epic for starters. It's all level tens, just slogging it out. No tactics, just mayhem.
  • Pepe_MuffassaPepe_Muffassa Join Date: 2003-01-17 Member: 12401Members
    <!--QuoteBegin-Soylent green+Aug 19 2004, 07:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Aug 19 2004, 07:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why the h8 for epic battles? :'(<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Their not epic for starters. It's all level tens, just slogging it out. No tactics, just mayhem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you want tactics, play NS. CO is meant for fast action. Sitting in a spawn que for an hour just to die in .1 seconds because someone memorized where the spawn spots are defeats the "action" element of CO.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Pepe_Muffassa+Aug 19 2004, 08:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pepe_Muffassa @ Aug 19 2004, 08:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+Aug 19 2004, 07:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Aug 19 2004, 07:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why the h8 for epic battles? :'(<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Their not epic for starters. It's all level tens, just slogging it out. No tactics, just mayhem. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you want tactics, play NS. CO is meant for fast action. Sitting in a spawn que for an hour just to die in .1 seconds because someone memorized where the spawn spots are defeats the "action" element of CO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Cheesy's respawn is the reverse of fast paced action, games are draaaaaaaaaaaaaaaaaaaaaaaaawwwwwwwwwwwwwwn out with his system.


    Also, pepe since all combat is everyone dying in .1 seconds, please educate me, why am I never spawn camped in CO? I thought it was just a lame game where no one wins <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I think it´s good that CO has an element that teaches you not to die. If you die, you are punished to wait in the spawn queue. And if too many players they, they will suffer big and maybe lose a game instantly.

    That darker side of this situation is, that new players won´t have the time to test the different weapons / lifeforms to get into the game. It´s a fact, that new players will be bad players and will stay playing bad when they have no chance of learning the game.

    For myself, I like the actual spawn system like it is now and I would not change it. But newer players maybe suffer from it.
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    <!--QuoteBegin-Avvatar+Aug 14 2004, 01:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avvatar @ Aug 14 2004, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cheesys respawn is horribly imbalanced. There is simply no way to do enough damamge to kill all the spawning aliens as marines. Marines on the other hand, -rarely- get much more than their lvl0 life. Not many get heavy armor, meaning aliens can still kill in 2-4 hits. The beta4a respawn system is freaking awesome. No one even gave it a chance. They all just started whining as soon as it was released and didn't stop and play it long enough to get adjusted. Once you were used to the new spawn system, it required some *gasp!* strategy! But most people can't handle that. Most people can't handle not being able to get to level 10 every goddamned round. I loved rounds going fast enough that level 7 was rare. It made it so you actually had to think, and plan about what upgrades you were getting.

    Classic is still better in any case... I'm just sick of people whining about changes in a BETA, and not even bothering to test them. Don't know how many servers took combat out of rotation until they got cheesys respawn. The purpose of the beta is to test, if you haven't actually tested the beta4a spawn system, you shouldn't whine about it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Im sorry, but i must strongly disagree here. Combat is, whether it was intended or not, a fast paced frag filled deathmatch. More like CS or TFC than Classic to be honest. no one cares for tactic's because 6 v 6 combat is just too fast to implement anything solid. and maps like core and faceoff, where the hive-cc are barely 30 meter's apart dont encourage tactics. just throw yourself in, see how many you can take out before you die, and get those lvl's to outpace the other team is a mentality that dominates in most, if not, all combat games ive played.
    why is this? quite simple, the individual level system is something that dosnt encourage teamwork.
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    edited August 2004
    eek, double post. edited for easyness on teh eyes.
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