Co Respawn...
TommyVercetti
Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">needs fixing</div> The beta 2 version was just fine. In beta 3, the one-man respawn only exacerbates the huge problem of spawn camping. In several games my team was respawning in order, one by one, only to be slaughtered as they reemerged. The beta 2 way was fine - sometimes though I think CO should be renamed SC for spawn camp.
Don't forget the marshmallows.
Don't forget the marshmallows.
Comments
<span style='color:white'>***Moved.***</span>
2. How about a temporary invisiblity for the marines when they spawn, or something like "It takes a few moments for the marine to be phased back into matter", making them inert (can't cause damage, can't receive.) Any invisibility would disappear the instant they start shooting. Like in Tribes. Perhaps giving the aliens the same thing might work, the hive could do it or something.
i am unsure if the same 1 second invulnerability would be as effective for aliens but it may be worth a try, i think a warning sound 1 second before the spawn would make spawning more interesting as rines would have a second to stop firing at hive and reload ready for incomming aliens, same could apply to rine spawn to allow aliens to get out of rine spawn to re-enter when they can attack and do damage. this stops spawn camping, allows spawners a chance to defend hive/CC and doesnt (in my opinion) drag out the game by making it impossible to kill hive/CC due to invulnerable opponents as it is only for a second.
any thoughts? might be worth a try perhaps?
Make it so the minimum number of simultaneous spawns is 2, not 1. In other words, all games from 1-8 people per team will allow 2 people to spawn at a time. Problem solved, you fix the small game spawncamping without sacrificing the large game benefits.
As for warnings of spawning, these would naturally be useful to the marines. An alarm or a statement by the TSA voice would work fine - or perhaps a one minute *beaming* sound (you being transfered into the combat environment). Or the marines and aliens could be given the choice to spawn in the marinestart/hive area by spawning them in two seperate readyrooms (could be a dropship and a spawning pool, for example).
A 2-person spawn minimum would fix the problem you mention.
For the love of all that is sacred and shiny, WHY?
And don't tell me it made games longer. Spawn camping and exp-hoarding are the problem that is making games longer. Give people more incentive to attack the chair/hive instead of waiting for people to spawn. The way to do this? One second invulnerability. It worked perfectly in beta 1. It was removed without explantion. I'd love to hear a good one.
Btw do any of you look at the other topics before posting? I started the first co spawning problem and like 5 other people posted new topics on the same thing within 24 hours. Use search or just look on the page as it's not even off the first page yet.
b. It was removed exactly because it prolonged games, and was simply frustrating to boot. Spawn invuln means that marines can spawn in and start unloading on aliens while still completely immune to damage. Even with one second that could make all the difference. Don't try to tell me that it didn't make games longer; I can tell you from personal experience that it did. Spawn invulnerability hugely benefits marine defense and causes stalemates, simple as that.
Incentive to attack the chair has nothing to do with spawnkilling. People don't spawnkill to hoard exp, for the most part; they do it to kill the chair. Unless you're an Onos, you can't do any damage at all to the chair as long as a single marine is defending it. So aliens have to clear out the base and keep it clear, by spawnkilling. If you have a way to fix that then so be it, but spawn invulnerability makes it extremely difficult to keep the base clear, and thus extremely difficult to kill the chair. Marines don't have that problem on the offense because they are VERY capable of killing the hives with aliens defending it.
I wouldnt call the team that spawn camps "better". Im sure you wouldnt like it if you kept on dying in a few seconds because you were the only one to spawn in only to confront a fade and 3 skulks.
Spawning should be at least a 2 person minimum.
I finally agree with you on something <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.
If your whole team goes out and gets themselves killed, and the other side manages to get you into a spawn kill lock, then it's game over - the way it should be.
I wouldnt call the team that spawn camps "better". Im sure you wouldnt like it if you kept on dying in a few seconds because you were the only one to spawn in only to confront a fade and 3 skulks.
Spawning should be at least a 2 person minimum. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The team that spawn camps is better. It's your fault for getting spawn camped, and it's your fault for all getting owned at once.
Good teams don't get spawn camped.