Synchronized Respawn Waves
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Comments
I think this was an original feature in NS2. I remember Charlie showcasing a quasi squad-management system, where soldiers in proximity would be automatically assigned to a squad and outlined for the com.
While it sounds cool, implementing is hard and gain is minimal (it also applies for your idea, if you start thinking abou tit).
+ No more trickling of newbies; they spawn together, they die together.
+ ???
- Players would sometimes have to wait more to respawn, in order to sync up with others.
- What if 4 people are dead? Do they spawn in pairs when they have two IPs? What's the point in wave spawning then?
At the moment assaults involve an unending stream of players respawning, coming through phasegates and tunnels, and then charging at each other. This continues until one side is overwhelmed, runs run out of res, or a sneaky phasegate/tunnel appears elsewhere. There's a lot of action but it's actually quite tedious.
Respawn waves would introduce an ebb & flow to the gameplay and offer teams the opportunity to make tactical decisions that extend beyond: "Quick, everyone go to [location]!".
A team may make their decision on whether to attack/occupy a location based upon whether they can do so before the next respawn wave.
In an assault, if a decent portion of the attacking team dies, there's a clear opportunity for the defenders to push out and try to sabotage the attack; however if they take too long, it's possible that the attackers would catch them in the act and slaughter them, leaving an opportunity to make progress on the assault.