Respawn Time

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
As it is now, the alien's equalent to the marine's IPs are the hives. Basicly the aliens would have 1 IP until they build their second while the marines gain their second IP very early in the game. It doesn't matter in a small game but in a large like 10/10 the marines could build 3 IPs and spawn MUCH more rapidly than the aliens who spawns 1 and 1. What I suggest is to change the current system so the spawn time is based on amount of players.

Ex: Currently: Let's say respawn time is 10 second / spawnthingie and the teams are 5/5. If the marines have 2 IP and aliens 1 it would take the marines 30 seconds to spawn up a dead team (included comm) and aliens 50 seconds. So it's not that unfair since the aliens have other advantages, being better solo etc..

Ex: Currently: Now we make teams 12/12. If the marines have 2 IP it will take them 60 seconds to spawn up a dead team (included comm) while it takes alien 120 seconds. The difference is 1 minute, as you surely can see it gets more unfair as the amount of players increase. Not to mention if the marines build more IPs early game at the correct time.

I believe changing the respawn time so it's based on players would make this more fair.

Comments

  • LestatLestat Join Date: 2002-11-16 Member: 8935Members
    Respawn is fine I do not believe it needs changing at all, I have no problem with it what so ever
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    edited December 2002
    I have a problem with it.
    Fast respawn + phase gates makes it much easier for marines to have a constant presence in an area even if you kill far more of them then they kill of you.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Marines also require teammates in order to accomplish anything. Ever think of that?
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    So do skulks, but not so much for higher evolutions. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    If redemption worked better for a skulk...
  • BJayDBJayD Join Date: 2002-09-02 Member: 1263Members
    I was thinking, maybe a cooldown period for the Phase Gate might make a difference. Afterall, the problem doesn't seem to be how fast a marine can spawn, but how fast they can be back into the midst of action. Killing 3 of 4 marines is wasted when they're ALL back within 15 seconds.
  • JooJooFlopJooJooFlop Join Date: 2002-11-17 Member: 9140Members
    The only time the slow one-hive respawn really hurts is when the marines rush your hive from the get-go. Luckily, most commanders don't resort to such a boring tactic.
  • scioskulkscioskulk Join Date: 2002-11-30 Member: 10273Members
    At times it seems like the alien spawn time is sooo slow, but is it really all that slow? Doesn't the game randomly chooses who spawns from the list of dead? Perhaps getting overlooked several times makes it seems as though the respawning is dreadfully slow.

    What I propose is the respawning of aliens two or three at a time. This encourages teamwork a bit more and makes it a bit easier for the aliens to counter the big marine hive rush.

    Of course, I am fine with leaving the spawn times the way they are. If there are enough dead aliens to warrant wide spawn intervals, perhaps those slow spawn times are deserved.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    It's fine in small games. But as I said as the games get bigger it isn't since the marines can throw up 2-3 IPs much faster than the aliens' second hive.
  • DemerzelDemerzel Join Date: 2002-11-18 Member: 9181Members
    fast spawning marines, who don't stop to get a full load of ammo but get just enough, and then jump through the phase gate can really hurt an alien team who spawn far slower.

    take for instance, the marines are trying to build outside your hive. they've got up a phase gate and are working on the turr. factory. Of the 6 marines there, 5 are killed by the 5 attacking skulks but all the skulks die in the attempt thanks to the unfavourable attacking conditions. The final marine now completes the tf and starts working on the turrs. A marines spawns, grabs ammo and jumps through the phase gate and helps build. Another marines spawns and does the same. Finally a skulk respawns, that skulk now has to by himself charge 3 marines and a few turrets or wait for support. If it attacks it's going to die and maybe take a marine or two. If it waits, then 2 skulks will have to take on 5 or 6 marines.

    Marines can speed up there respawn time by building more inf. portals, which helps esp. in the early game as aliens have just the one hive. If as in the above instance most of the team dies in one quick battle, then for the whole lot to respawn can take 2 or 3 times the time it would take marines. That wouldn't be too much of a problem if it wasn't for phase gates. Phase gates allow fast respawning marines, to get ammo/weaponry and get back to the scene of a battle faster than a skulk can respawn.
Sign In or Register to comment.