New Spawning System
Firewater
Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
<div class="IPBDescription">Please consider it</div> I came up with a new spawning system for the aliens, and it goes like this
Each alien has their own personal "IP", and can spawn in 10 seconds after dying.
Example, no matter when I die, I always spawn in at 10 seconds. This would break spawn camping (multiple spawning), and would give the aliens a better fight in the early game. It would be better solution for large and small games.
Please consider it.
Each alien has their own personal "IP", and can spawn in 10 seconds after dying.
Example, no matter when I die, I always spawn in at 10 seconds. This would break spawn camping (multiple spawning), and would give the aliens a better fight in the early game. It would be better solution for large and small games.
Please consider it.
Comments
But(tocks) cut the spawn time in half.
After all its the Marines vs. the Alien swarm, not the helpless puppies vs the Endless stream of rines.
I think this would work if it was two slots per hive. i.e.:
One hive 2 Kharaa spawn each 10 seconds
Two hives 4 Kharaa spawn each 10 seconds
Three hives 6 Kharaa spawn each 10 seconds
And technically, this is I&S. Save it for the PT forum to annoy Magitek, J. ^_^
For CO games, both aliens and marines spawn times need changing.
CO_Core is the worst map I find for rushes from both sides, more aliens I find, as since the spawns are so close to each other, marines have no chance to a fast moving skulk getting back to marine base.
I agree, a change really needs to be implemented on spawn rates. I hate waiting 30 seconds then to just die again, thats one reason I dont play much now as time is an issue, im not going to waste it waiting to respawn all the tiem.
It's really an NS problem. Aliens are supposed to have an advantage in spawn rate. However in games of 8+ this is really nullified until aliens get two hives. And often because of the spawn problem, aliens aren't alive to put up or defend the second hive.
Marines can fight the reinforcement problem with more IPs, as multiple players often die for both teams within the 8 or 10 sec. window. Aliens don't have the ability to build additional IPs. Maybe they should? Maybe MCs could provide another spawn point?
I think this would work if it was two slots per hive. i.e.:
One hive 2 Kharaa spawn each 10 seconds
Two hives 4 Kharaa spawn each 10 seconds
Three hives 6 Kharaa spawn each 10 seconds
And technically, this is I&S. Save it for the PT forum to annoy Magitek, J. ^_^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, then large games will still have a problem, I think it should be experimented as is first, then tweaked, not the other way around.
Overall, it will increase the effectiveness of hive 1 aliens, especially during a hive assault.
Let's say...you have a 10 player alien team (I imagine you thought of this to help pub servers), all of them get slaughtered due to some strange reason. Regularly, this would take 70 seconds for everybody to get back in action. However, with your suggestion, it would take 10 seconds.
Imagine a marine team fighting off the entire team of skulks when they are trying to siege a hive...10 seconds later, they have to do it again....and again....and again.... the balance tips in the way of the aliens. Sieges would be the ONLY viable way to destroy a hive. Imagine even a heavy train walking in and clearing out everything, then shooting at the hive, then the skulks respawn and nip at the HA's ankls.
Basically, imagine if this were implemented for the marines.
Its the same System like in DoD...
but, in combat the marines can spawn as same =)
They respawn in waves, not individually.
A lone skulk can do this to the marines, but only if there is one IP. Two IPs mean two marines at once: a tall order.
Can someone post the current spawn time? Assume you die with an empty spawn queue, and then give examples of 1, 2, or 3, aleins are ahead of you.
I'm wondering exactly how much faster this system would make the aliens' respawning.
This way aliens can fight back against siege rather than just all dying on spawn and not being able to get away to evolve.
Overall, it will increase the effectiveness of hive 1 aliens, especially during a hive assault.
Let's say...you have a 10 player alien team (I imagine you thought of this to help pub servers), all of them get slaughtered due to some strange reason. Regularly, this would take 70 seconds for everybody to get back in action. However, with your suggestion, it would take 10 seconds.
Imagine a marine team fighting off the entire team of skulks when they are trying to siege a hive...10 seconds later, they have to do it again....and again....and again.... the balance tips in the way of the aliens. Sieges would be the ONLY viable way to destroy a hive. Imagine even a heavy train walking in and clearing out everything, then shooting at the hive, then the skulks respawn and nip at the HA's ankls.
Basically, imagine if this were implemented for the marines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If a group of HA gets beat by a group of skulks, thats poor commanding :>
Its designed to allow the aliens to be able to make some mistakes JUST AS THE MARINES ARE ALLOWED TO DO.
The aliens have a hard time fighting marines "again....and again....and again.... " with DB and multiple IPs. Why shouldn't the marines?
It would be a greater challenge to the marines, forcing them to maybe try something new.
Honestly all I think they need to do is make it so an alien hive spawns in at a 2:1 ratio of marine IP's,
i. e.
Hive - One spawn per 6 seconds
IP - One spawn per 12 seconds
This would make things work rather nice IMO.
Even in large games, as long as two skulks get one kill then you will be alright.
It would be at least 1 Skulk/1 kill to be even (2 IPs), and 2 minutes into the game a third IP isn't that big an investment either. I just liked the idea of 2-3 aliens spawning at a time depending on game-size, to avoid blatantly easy-tastic spawncamping. Lets face it, alien spawncamps right now are a bit too easy to pull off.
Other than that, if it were maybe 4 - 6 seconds depending on game size to spawn, and 12 seconds for an IP, that would at least be a little band-aid.
It would be at least 1 Skulk/1 kill to be even (2 IPs), and 2 minutes into the game a third IP isn't that big an investment either. I just liked the idea of 2-3 aliens spawning at a time depending on game-size, to avoid blatantly easy-tastic spawncamping. Lets face it, alien spawncamps right now are a bit too easy to pull off.
Other than that, if it were maybe 4 - 6 seconds depending on game size to spawn, and 12 seconds for an IP, that would at least be a little band-aid. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Um. 3 IP's in a large game means marine's aren't getting other upgrades.
If a marine team gets a second IP anywhere under 4 minutes into the game, either they are kicking your butt hardcore and they are misuing their res.
The idea is to keep the player on the field as much as possible, but institute a health/armor spawn handicap so it balances out for the invading team so they still have the upper hand.
Example in CO. 10 skulks rush, but are massacred outside the hive, the marines invade the hive and 5 skulks spawn at once in the hive room. 5 skulks spawn with 50 health and zero armor, or five shots from the lmg. The skulks could easily be killed, but they still have a chance to kill one or two marines, it makes it harder for a rambo to camp but still allows a team to invade the hive.
Good creative idea. It could work <b>IFF</b> RFK was removed for marines.
nsc
2 spawn every 10sec at one hive, +1 to spawn for every hive after...
co
2 at a time every 10 sec for both teams. this way you could break the spawn camp with out it being the spawn system being too over powered.
opps...
beat to the punch