Old Respawn System

Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
<div class="IPBDescription">It was fair but not liked</div> The old respawn system prevented spawn camping and I think made things more "fair". An ono would take longer than a skull to respawn and a level 10 person I think took more time to respawn than a level 1. A level 10 ono did take a "long" time to respawn but I thought it made the game play better. If your team is all dead and and all the marines are at the hive you still had a chance.

The new system being used should be based on the amount of players in the server. When its 5v6 I think one team gets 2 respawning at a time while the other gets only 1.

Comments

  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    Just a note on a small pet peeve of mine... It's Onos and Skulk. I hate it when people don't get the names right. Sorry to go off-topic.

    I like the current spawning system, except it needs to spawn more people at a time, depending on how many are dead.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    A believe the old one was better, spawned faster and spawned more.. Now its just pathetic how either team can spawn camp and win the game in under 5 minutes.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    As opposed to the old system where dying didn't matter, because the whole team would BAM reappear seconds later... yeah.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    Hey shout out to STD!! where did you guys hide your server at!!?? I can't find it! Don't know if you remember me, used to play on your server around v1.3, anyways can you hook me up with your new server ip?
  • EZeroEZero Join Date: 2003-08-12 Member: 19572Members
    current one is fine

    the old old old spawn system = vanilla marine till lvl 10 and BAM.... uber marine

    and super skulks / xenocide skulks were nerfed to hell..... 35 second respawn to xenocide once? ha...i think not

    aliens dies so fast in combat anyways...... a 35 second respawn timer is just not justified.....

    as for the whole team respawns when everyone is dead.... can you say stalemate?
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    <!--QuoteBegin-Act Chill+Mar 18 2004, 06:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Act Chill @ Mar 18 2004, 06:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The new system being used should be based on the amount of players in the server. When its 5v6 I think one team gets 2 respawning at a time while the other gets only 1. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yer this does shite me off.

    Its so unfair if you have a 5vs6 and they are spawning at double the rate you are...
  • philleh1philleh1 Join Date: 2004-02-24 Member: 26861Members
    Off topic but not sure if it deserves a new one...

    But on co_pulse today, had a weird situation where rines were spawning in exactly the same spot every time, the one just at the top of the ramp.
    Im guessing this was a bug, but it was very annoying, made it far too easy for the aliens to spawn camp.. usually really like that map as there are lots of spawn points spread all over, so you dont instantly get chomped as soon as you spawn.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    So in the latest NS a level 1 takes the same time to spawn as a level 10? That's a bit dumb.

    The system should be what it was where the higher the level, the longer it takes to respawn.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    I just think it spawns way too few people at the same time.

    You might as well make nobody spawn. How can one alien make a difference to 6-8 marines in the hive, or vice versa?
  • rockst4rrockst4r Join Date: 2003-08-14 Member: 19682Members
    i liked the old spawn system... lvl10 dies not as often and takes longer to respawn. there were no spawn camping problems and gameplay was imho perfect. the only problem was that some people did not spend their levels and rushed the other team which could have been easily fixed.
  • Salvation_r2Salvation_r2 Join Date: 2003-11-26 Member: 23606Members
    it would be fine, all they have to do is fix it so a bunch spawn every wave, you people for the most part have never seen it work <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    yeah spawn camping does suck, but if you ask me it means two things:

    1) teams are stacked
    2) rines just weren't fast enough or worked together

    for example, on co_core. if rines just go rambo (esp on maps that are 5 v 5 or more) they will lose unless the rambo rine is very skilled. co_maps still mean teamwork, just differently. i do agree though, i think the re-spawn times do need to be shortened
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Right now the 1st team that manages to spawncamp the other... wins...

    I preferred the old system. And I hope Flayra will change the current one because it's just so cheap.
  • RedWingateRedWingate Join Date: 2004-03-15 Member: 27349Members, Constellation
    Playing 8vs9 you have 2 ppl spawn every wave on the 8 ppl team and 3 on the 9 player team -> is this balanced <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> This gets really annoying when the aliens rush within the first minutes of a co_ game ( 3 skulks die and kill the 2 spawned marines, if they would spawn evenly ( 3 or 2 ) there would be a slight chance for the marines now there is almost no chance as the aliens spawn 50% faster then the marines
  • tsnHelloKittytsnHelloKitty Join Date: 2004-02-21 Member: 26752Members, Constellation
    Yeah, I think the server should pick the lesser OR greater of the two teams' spawn rates and use the same rate for both teams. This would gracefully resolve the 5v6 or 8v9 respawn rate unbalancing.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    On small-medium servers (5-7 on each team, meaning a 10-14 player server), there tends to be a lot of spawn camping and short, irritating games, especially on the smaller maps.

    I would reccommend a mix of the two. Right now, only about 1/4 of your team can spawn in at once. Maybe that can be scaled by the average team level, so, as the game progresses, less people can spawn in at once. I would put the initial spawn size at around 1/3 or maybe 1/2 of the team size. That gives the defense side of the early games a respectable advantage.
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    i like the current spawn system. i dun like waiting for 60 seconds at level 10 just to spawn. what if i wanna be a behamoth xenosider? once a minit? that's just wrong...
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    I said it should depend on level and lifeform. The higher up the food chain the longer it takes to respawn.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    Haha food chain.

    Spawn campings a huge problem in co, mainly for marines, because aliens are much stronger up close. I've never really found it a problem on aliens, except on co_pulse (that map has some of the most campable spawns, on both sides).

    It's mainly the jpers and fades who survive heavy spawncamping.

    Here are a couple ideas:
    <ul><li>Waves. The marines spawn at the same rate, but now 3 at a time. It would depend on the number of players. Dod style would be nice</li><li>Proportional to the number of aliens in the spawn</li><li>Brief invincibility. This has been suggested, and I think would just be lame and ruin the atmosphere.</li><li>My favorite. Make the marines have a safe spawn area a little back from the action, but they have to walk a little ways to get in. I'm thinking dod style again. This is a mapping thing though.</li></ul>
    And we NEED a spawn timer for how long til you spawn!!
  • JokisJokis Join Date: 2003-06-28 Member: 17758Members
    Lots of replies so I dont know if it's been mentioned already - but maybe a spawn protection system can be done...whenever you spawn you get maybe 5 or so seconds grace time where you're invulnerable. Enough for you to fight back without dying the second you spawn.
  • JokisJokis Join Date: 2003-06-28 Member: 17758Members
    <!--QuoteBegin-Ballisto+Mar 19 2004, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Mar 19 2004, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <ul><li>Waves. The marines spawn at the same rate, but now 3 at a time. It would depend on the number of players. Dod style would be nice</li><li>Proportional to the number of aliens in the spawn</li><li><b>Brief invincibility</b>. This has been suggested, and I think would just be lame and ruin the atmosphere.</li><li>My favorite. Make the marines have a safe spawn area a little back from the action, but they have to walk a little ways to get in. I'm thinking dod style again. This is a mapping thing though.</li></ul> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It was mentioned...right above me too! I gotta check page 2 next time instead of just posting. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Also. Kind of off topic, but along with a spawn timer - I think being able to upgrade yourself when you're dead would be a huge asset.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also. Kind of off topic, but along with a spawn timer - I think being able to upgrade yourself when you're dead would be a huge asset. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    *Gives Jokis a cookie*

    You should probably post that in the public beta forums, it's a great idea.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    er isn't brief invul. an option that can be turned on by server admins?
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    <!--QuoteBegin-Jokis+Mar 20 2004, 12:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jokis @ Mar 20 2004, 12:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> done...whenever you spawn you get maybe 5 or so seconds grace time where you're invulnerable.

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    the server i play on has it. it was set at 3 sec but found to be to much and has been chainged to 2 sec. i like it, it gives your team a chance to break a spawn camp.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin-Cereal_KillR+Mar 20 2004, 06:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 20 2004, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> er isn't brief invul. an option that can be turned on by server admins? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't think it ever worked and has never been fixed.... not 100% sure though.

    5 sec sounds too long... even just 1 sec will be greatly helpful.
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