Capturable spawnpoints


(Rex) #1

Capturable spawnpoints, one of the big features in SD games.
Do you remember those insane and intense fights for the flag in ET? Do you remember those sneaky retakes as an in disguised Infiltrator in QW to push the whole attacking army back? Do you remember the choices you had on radar, either to capture the spawn or to do the objective first?

In DB they are completely missing. The only capturable spawnpoint we got, is on Waterloo and not very well done in my opinion. Firstly the spawn point is somewhere in the middle of the map, being quite unprotected. Secondly it isn’t really clear how you long you have to stand there to capture it. And just standing there is also quite bad, you should rather take it by pressing a key.

Yeah even in Brink there were those capturable spawnpoints. Why don’t they exist in DB? :frowning:


(Samurai.) #2

Yep definitely something i was considering bringing up, spawn points extend the maps, they are like a mini objective that give the defense another job to focus on other than the objective, but also provides an option for attackers to gain an advantage if they are struggling with the objective.

The current spawn point as you said location wise is very odd, and i really do dislike not having some form of measurement that tells me what % is captured and how long it takes to capture by myself/team… based on these stats you can either choose to hide and go for the last % or fight it out with people contesting the point, but without this information it just leaves you wondering how much longer you have to stay here for.

I also prefer having to interact with something to capture the point rather than just stand in an area… feels like i am actually having to make a conscious interaction with the game to capture a point - something which i feel is slowly fading as games try to automate many actions on behalf of the player nowadays

Only issue is the layout of the maps, i don’t know how suitable all the maps are for having forward spawns or where the best locations would be for them


(INF3RN0) #3

Add a poll and watch it skyrocket off the page. Spawns are really nice when placed in a way that spreads fights across the map and prevents idle camping defensive tactics.


(Dthy) #4

Capturable points which require player input! Having to decide if you have enough time to fully capture a spawn in game was always fun! Also you can really screw over a team if you capture a point before a spawn timer! TACTICS!


(Evil-Doer) #5

I’m with ya on this.


(MrFunkyFunk) #6

The moving node on the antenna pole at the top of the console is a bit akward indeed, shouldn’t have to stare at the sky to know the progress being passively made.
In favor of 1) active players interaction 2) on each map 3) tactically positionned (but with the design of some maps I really wonder where they would place them).


(xarQi) #7

also the option to select ur spawn should be added, dont know if its on the todo list , for example if i’m defence on london bridge I want to spawn back to already create the second barrier ( tactics like on supply W:ET)


(iwound) #8

http://forums.warchest.com/showthread.php/34405-Forward-Spawns?highlight=spawn+flag


(RasteRayzeR) #9

I agree, and to do so we should get an active map in the limbo menu with selectable spawns and an overview of the team status.

The forward spawn often became the main objective in ET:QW, pure fun and intense killing sprees, so much fun !

I agree with this, DB should have some, and thus extend a bit the size of the maps (and maybe the teams too ? 10v10 ?). With ECHO we can get awesome forward spawn points and still balance the game.


(Ecano) #10

Yep, this is one of the main points to push. Also implement recapture, forward spawn selection and minimap indicators.


(Runeforce) #11

No, it had capturable commandposts (which I think was also a fun side-objective,) which gave you buffs, not spawn locations. But yeah, otherwise I agree. Gief capturable spawnpoints!!


(murka) #12

The forward spawn renders the tunnel unusable on Waterloo so selectable spawns should go hand-in-hand with cappable spawns.


(BomBaKlaK) #13

the only capturable spawn on waterloo is a bit useless and give a big advantage to the defence with balcony access.


(Patriotqube) #14

I like the sound of capturable spawnpoints


(Rex) #15

That is what I always thought! Defenders get a height advantage where they can set up a strong defence. It’s not really a punishment for them losing the spawnpoint.
To be honest in my opinion all maps need a complete reworking to make those capturable spawnpoints possible.


(Kordin) #16

I would also like to see caturable spawnpoints but i dont see how you could implement them in the current maps. It would be like defenders spawn on one side of the obj and attackers on the other side. Combined with the current spawn time system there would be a never ending fight and noone will ever clear the objective…

Alot of map changes would be needed to get some balance i guess.


(RasteRayzeR) #17

True, but in the next, bigger maps this will become a crucial element I believe


(Patriotqube) #18

Well capturable spawnpoints sounds good and it is a good idea, but not on all maps, some maps just aint designed for it.

we might get some good ones to see in the next maps we see


(Rex) #19

You are right here, the 4 maps we got aren’t designed for it. But I think the capturable spawnpoints weren’t considered at all when those maps were made.


(.Chris.) #20

I doubt we will see selectable forward spawns. I’m a huge fan of them, Radar is my favourite map and was awesome with the way you could attack on that map and also defend.

Adding in systems like this would make the game too complicated I think for the average player. You can add all the tutorial modes, online guides and UI indicators in the world but I bet people would still be confused if presented with a map like Radar today. My Radar port in ET:QW confused the hell out of non ET players, they thought it was a glitch to blow the side entrance and grab the cells/radar parts and take them back around without blowing the main entrance, they didn’t know you could spawn at the side hut on defence to protect that side of the map and stuff like that.

It would be great if they were added later on in a sort of content pack along with some other little things missing from the maps, let the new players get familiar with this style of game first as things are at the moment, which are quite simple compared to pre-brink games, then introduce ‘new’ features in future maps such as selectable and capturable spawn points more reminiscent of the older games for those who would like the play this style of map again, perhaps it won’t be as confusing for others after playing the ‘lite’ version for a while, I remember comments during ET and ET:QW from outsider who said the games were too much to handle at first.