Combat Respawning...

KIRKlownKIRKlown Join Date: 2002-11-02 Member: 4961Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">COMMENTS PLEASE.</div> ***************************PROBLEM*********************************

Basically the problem is spawn killing plain and simple , Marines spawn in and get killed before they get a chance to move. This happens also with aliens sometimes but not as bad as with marines.

***************************PROBLEM*********************************





***************************SOULTION********************************

Makes the respawns based on time AND dead Marines


Number of Dead Marines = How many will respawn AT ONCE = Time till respawn (* = They have an open respawn slot waiting)

1 DEAD = 1 RESPAWN = 2 SECONDS

2 DEAD = 2 RESPAWNS = 4 SECONDS

3 DEAD = 2 RESPAWNS = *

4 DEAD = 3 RESPAWNS = 6 SECONDS

5 DEAD = 3 RESPAWNS = *

6 DEAD = 3 RESPAWNS = *

7 DEAD = 4 RESPAWNS = 8 SECONDS

8 DEAD = 4 RESPAWNS = *

9 DEAD = 4 RESPAWNS = *

10 DEAD = 4 RESPAWNS = *

AND SO ON.......


***************************SOULTION********************************

How would this work you ask.... Let me show ya



If MARINE1 dies while no other marines are dead he has to wait 2 second after he died until he is respawned.

Now if a MARINE2 dies while MARINE1 is dead he has to wait a total of 4 seconds after he died until he is respawned but if MARINE3 dies while MARINE2 is dead then he respawns with MARINE2 since there is an open respawn slot.

Now if MARINE4 dies while MARINE2/3 are dead then MARINE4 has to wait a total of 6 seconds after he died until he is respawned but if MARINE5 or MARINE6 dies while MARINE4 is dead then they respawn with him since there are 2 open respawn slots.

Now if MARINE7 dies while MARINE4/5/6 are dead then MARINE7 has to wait a total of 8 seconds after he died until he is respawned but if MARINE8 or MARINE9 or MARINE10 dies while MARINE7 is dead then they respawn with him since there are 4 open respawn slots.

AND SO ON......

Comments

  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Please use search and reply in one of the 20 other threads about this topic.
  • KIRKlownKIRKlown Join Date: 2002-11-02 Member: 4961Members
    edited February 2004
    /me ignores the above post......

    [Edit] Bah I can't ignore it lol, I did use the search tool on Respawns and there weren't many at all , I wanted suggestions on what people though of this idea I had on how to fix the problem. And if I made this post in another topic it might of not got any attention and just shoved to the bottom. [/EDIT]

    Next please.

    If you are gonna comment about it. Please COMMENT about my suggestion on how to fix the current respawn problem the beta has.


    Replies like the above don't help anyone.
  • AssistendAssistend Join Date: 2003-04-19 Member: 15658Members, Constellation
    If aliens are able to spawncamp you <b><i><u>LOST</u></i></b>.
    And than the game should end and not go on forever like it would be with faster respawntimes.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    Its not about faster spawns, its about spawning in groups so 1 guy can't just camp the spawn point for an easy win.

    To win combat it should take a TEAM effort, this is simply not the case right now. In beta 3 it is very easy for 1 skulk to get focus and camp the spawn point and basically win the game by himself.

    However I'm not sure I like Klown's idea as it is written because it would, as assistend says, make the spawning too fast. If one team is able to kill the entire enemy team, they should be rewarded with enough time to actually damage the cc or hive before the next wave spawns.

    There is another thread where the idea was brought up to make the cc and hive unhealable, you should try to find that thread I think it is the best idea so far for keeping the game lengths bearable yet allowing more interesting spawn cycles.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin-Assistend+Feb 19 2004, 01:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Assistend @ Feb 19 2004, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If aliens are able to spawncamp you <b><i><u>LOST</u></i></b>.
    And than the game should end and not go on forever like it would be with faster respawntimes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've seen marines absolutely dominiate aliens the for 10 minutes, only to let 3 skulks in with focus and spawncamp long enough for the rest of the alien team to join them. Where is the balence in that?
  • PhyPhy Join Date: 2003-03-01 Member: 14163Members
    This is more a problem with the maps, than the gameplay code IMO. Most combat maps, as of now, have rather small areas where ALL marine starts are placed, effectively enabling the aliens to spawncamp with ease. CO maps need refining, a way to let the marines spawn, in more than one place perhaps, and not right next to the CC, maybe in an adjacent room.
  • KIRKlownKIRKlown Join Date: 2002-11-02 Member: 4961Members
    See that is where the second tweaking comes in. You can always increase the seconds to allow for more time to hurt the CC. But basically the idea is for the open respawn slots which will allow for a group respawn. The seconds are for balance.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Well, I kind of like the way spawning works now, but I don't know how many times one team has won because of a one person team difference. Aliens have 6 marines have 5. Aliens spawn 2 at a time, marines 1. GG marines. Well, it doesnt always happen that way, but if two people on aliens want to team up and go spawnkill it WILL be gg marines. This can happen from either side too, so I think the spawning amount should always be equal. But thats still probably not the best solution.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Part of what camping marine spawn so easy is that marines don't spawn on random points in the spawn, they consistantly spawn in the same lousy spot, which is just silly.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    I think you should just respawn like you do in DoD. A maximum amount that can spawn at once and a given period between spawning times. I'd suggest 4 players would be a good figure. Spawning one at a time in small games is plain silly in my opinion.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited February 2004
    I think we should just go back to the old way of spawning prior to this system. The complaints didn't start pouring in until this one. The problem with this system is too few is spawned at once. Only a few alien players can over run the spawn because only 1-3 people are spawning at once. If fewer are spawning per wave then the time imbetween waves need to be shorter.

    However, I think this spawning method shortens games very quickly. But it isn't very fun way to do it though. Heck why attempt shortening them? It was fine in beta 1-2.
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    the spawn system is ok i think, but what i miss is the spawn invul time

    i miss it and dont understand why it has been taken out


    it helped the marines and aliens to get some orientation until he could be attacked
    imho that would be the solution for the spawnkilling syndrome
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Spawn invul looks like a good solution in general but really didnt work out that well when we had it. It got seriously annoying and alot of people set the timer too high. I played with a 1.5 sec timer in 2.01 and that was ok, but it was annoying too. I saw all the way up to like 3 second spawn invul that is just entirely too long. I'd say try making the only variable on or off rather than including the timing and set it to 1 sec or even 1.5 secs.
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    yep, i think that could be a solution

    even 1 second might be enough to give spawning marines enough time to get a general orientation

    would need some testing, but thats the great thing in betas <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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