New Spawning System

FirewaterFirewater 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.

Comments

  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Well I had a long post. Deleted it. Made a second long post. Deleted it. Changed my mind, realized how this would be nothing but good. Supposedly DISPOSABLE skulks no longer clogging the spawn queue. Spawncamping a hive would be much harder. Really, nothing but benefits here.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    It would definitely mean more action in the game. Overall, it would become more deathmatch like - especially in combat, where one of the crucial parts of the game is not to die as an entire team so as not to rot in the spawning-in cue. I'd be for testing it, perhaps on a seperate mp_variable mode, but both teams should have it, not just aliens. Otherwise it would be too easy to stomp marines with mass rushes every 20 seconds.
  • RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
    edited June 2004
    I say keep the spawn system the way it it, 1 respawn with one hive, 2 respawn with 2 hives etc.
    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.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    edited June 2004
    I like it, to a certain degree. But this potentially makes hive assaults near impossible. Imagine trying to siege a hive with this system in place with anything but HA/HMG.

    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. ^_^
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    Hi,

    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.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    I don't think that the original intent of the postr was to apply it to CO.

    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?
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-Grendel+Jun 2 2004, 07:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ Jun 2 2004, 07:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like it, to a certain degree. But this potentially makes hive assaults near impossible. Imagine trying to siege a hive with this system in place with anything but HA/HMG.

    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.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Just have the spawn time depend on the how many are waiting to respawn. The bigger the queue, the faster the spawn.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    What will implementing your suggestion do?

    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.
  • am0kam0k Join Date: 2004-02-23 Member: 26829Members, Reinforced - Silver
    very good idea...
    Its the same System like in DoD...
    but, in combat the marines can spawn as same =)
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    am0k, 'tis not the same system they use in DoD.

    They respawn in waves, not individually.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    I like the idea that alien spawning would no longer be predictable; if you die together you spawn together. The current system makes early aliens too vulnerable to a lone marine camping the hive. If he's a decent shot, he can cause alien respawning to freeze for minutes at a time.

    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.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    iirc, 15 seconds per dead player
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I would support this idea, if IPs are toned down to a third of what they cost now.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    The marines can make as many Ips as they want, aliens should get to either have hives counting as double IPs, or get to pay a nominal charge (say the res to evolve to a lifeform) and you spawn as that lifeform after the gestation time. So 2 res to be a skulk in 5 seconds, or 50 res to be a fade in 20 seconds.

    This way aliens can fight back against siege rather than just all dying on spawn and not being able to get away to evolve.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    edited June 2004
    <!--QuoteBegin-Rapier7+Jun 2 2004, 01:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Jun 2 2004, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What will implementing your suggestion do?

    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.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Large game spawning definitely needs help, but like some others here I'd just advocate a sort of 2-aliens-at-a time system. Or maybe do it like in previous CO builds, each hive can spawn 33% of the team at a time (although 3 hive aliens would be really frickin' scary then).
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    FW your idea is too much of a boost for aliens. Aliens may be the weaker side right now but that is way too much.


    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.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Or, amke spawn speed on alien side depend on the amount of people AND amount of hives. Meaning that every additional player on the team cretes mroe "pressure" on the hive to spit new skulks faster, but new hive, while allowing more spawn points, reduces the pressure. For example, 8 players and 1 hive would respawn once every 6 seconds, 10 players and 1 hive every 5 seconds, 8 players and 2 hives 10 seconds on each hive. The exact rates would have to be tested, but this system would be a lot like current one, yet take the actual number of aliens on the team into account.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Forlorn :
    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.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-SaltzBad+Jun 3 2004, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jun 3 2004, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forlorn :
    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.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    In a large game, 10v10 ish, isn't that a given? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    The whole point of this is for aliens to spawn in waves, so they are allowed to make more mistakes like the marines are allowed to. Also it puts more action in the game, which is always a plus
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    edited June 2004
    Just a thought for the alien side, what if 50% of the team spawned every 10seconds, but, instead of making them over powered, they only start out with minimal health and have to regen by the hive. It allows the players to try and a get a bite off without having to wait 90 seconds in repsawn just to die by them selves. Same could be said for marines, spawn marines 5 seconds per an ip, but their armor slowly charges up.

    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.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    ^^
    Good creative idea. It could work <b>IFF</b> RFK was removed for marines.
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    RFK is teh devil, we shall see what flayra has up his right pantleg.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited June 2004
    Too much... way too much

    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
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Aliens just need to spawn in faster to compete against the marines, maybe this way is too fast, but it still warrants testing.
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