Changing spawn points


(ch3w0nth1s) #1

Hello,

After watching some of the Dirty Cup I was hoping to start a discussion rather of one thing rather than multiple difference between this game and others. The point I want to talk about is being able to change your spawn point and the pros and cons of being able to do that.

In Enemy Territory for example on defense you could fall back by spawning back if the objective was guaranteed to be obtained by offense you could set up for the next phase. While watching Dirtycups, I noticed that the offensive team would use this as an advantage.

Instead of bashing this outright, I was hoping to open a dialog with the community about it and how it effects competition.


(Rex) #2

Hey dude and welcome to the forum!

Your topic belongs to the “forward and capturable spawn points” topic or the spawn system in general. I will make quick for you: Nothing new you brought up, needed to enhance and improve the gameplay, SD hasn’t made a clear official statement about that yet, it would require a good amount of time to implement (if even possible now?).


(Glottis-3D) #3

i do not know about you guys, but i’ll give a star to this pal!
he does have a point there about this…‘changing spawn points’ thingy


(Humbugsen) #4

This needs to happen.
Time based(?) spawn progression and random spawns are confusing and lead to a repetitive experience.
Underground and chapel are the worst in that regard, I really don’t enjoy this maps.
I don’t see ANY disadvantage of selectable spawns? It is really needed to make stopwatch enjoyable.

DB just feels too much like TF2 (but without the “funny” part).
I heard that DB wants to be a hardcore shooter for fps veterans, but it feels like TF2??? lol…
My question to the developers would be: Is it intended that DB plays more like TF2 than like ET?


(Glottis-3D) #5

[QUOTE=Humbugsen;527770]This needs to happen.
Time based(?) spawn progression and random spawns are confusing and lead to a repetitive experience.
Underground and chapel are the worst in that regard, I really don’t enjoy this maps.
I don’t see ANY disadvantage of selectable spawns? It is really needed to make stopwatch enjoyable.
[/QUOTE]
there are also Terminal and Trainyard, where defence set a fight before last OBJ and they can hold attackers for some time, but then all of a sudden, the game says: “Screw you, defenders, i’ll just move attacker spawn here, and you are all dead, bye bye”


(Humbugsen) #6

yep, when i started playing DB I found myself behind the attackers spawn, as defender, very often.
I wondered how their spawnpoint changed when they did nothing. I didn’t even see an enemy and suddenly they spawn behind me. Sarcasm on: At least i was able to spawnrape them all from behind…/sarcasm) really bad mechanic if you ask me
It still happens sometimes (after 200hours!!) that i got no idea, where the enemy is currently spawning xD


(eitsch0r) #7

awww … NOW i know why that is happening. i was already wondering what triggers this.


(Violator) #8

The auto forward spawn mechanic should check if there are a certain number of enemy players within a given radius of the spawnpoint to prevent this scenario happening (or have a territory bounding box like we had in ET:QW). If there are, disable the spawn point (there should always be the default spawn point for the given objective). I also add my vote to be able to pick previous spawn points though to help avoid the meat grind we currently get.


(Szakalot) #9

naah, just put flags all over the place : )


(Violator) #10

+1 for flags :). Fighting for the flag on Oasis was one of the most fun things in W:ET, the forward spawn on Terminal doesn’t really have the same feel to it.


(Szakalot) #11

would be happy to see some type of mini-delivery objective that would speed up the capping process but add some extra complexity to it. atm. sitting in one spot for 10 sec isnt particularly exciting


(Violator) #12

The fun thing about W:ET flags was that capping was instantaneous and in timing the enemy respawn before grabbing / panzering :). We don’t have enemy respawn timers available in DB of course and the current BF-style capture is ok but not as fun IMHO.


(fubar) #13

But, we do. It’s as simple as counting 24 seconds. Or alternatively, looking at your own spawntimer. Either way, never saw the point of ETPro timer either, still amazes me that people can’t keep track of 20/30 second intervals, or even just remembering it.


(Humbugsen) #14

I really liked the instant cap in ET. It was so exciting to fight around that flag, you could never know who controls it in time.
It just added some randomness to this purely skillbased game. Similar to a card game like poker, which would be totally boring if it was not random somehow :smiley:
Even someone not that good at aiming could capture it and do something great for his team. Sure the better player would take it most of the times, but there was a chance :slight_smile:
The forward spawn on terminal is really more what a command post was in ET. You capture it with your whole team to gain some reinforcement advantage

tldr: +1 for spawnflags