There are 2 problems in my opinion. Spawnkilling and spawncamping/unbalanced teams.
Spawnkilling first. The current solution is to give a spawnprotection. Which often is disabled once a player starts shooting - don’t know how it is in DB right now. Ideal would be, a zone of spawnprotection which is the spawnarea. Once you leave that zone you get that timed spawnprotection (even if you walk back into spawn, protection is gone.)
Spawncamping or unbalanced teams,
I already made two topics about this, it is very important to measure the player skill. The way it has been done till now, is bad .period.
They way its done in Enemy-Territory is wrong. It does not account for sneaky skills, nor does it account reviving an engineer repairing something, instead of reviving the spawncamping mate. I have only played QW a short time (8 games), but from what I experienced it was also easily unbalanced.
Lastly if you guys go and make an elaborated skill system, be sure to separate skill from earning stuff. Maybe from what I saw in DB, skill would be XP, and earning stuff would be coins. But makes no sense either … cause skill should be something which can be normalized between 1 and 0. While the earning stuff … has no limits.
Once its known how good a player is, its also possible to award proper reward for killing another player, at that point spawncamping will be useless - cause it will be better to join the weaker team - to gain more rewards. It should be more rewarding to kill a stronger enemy in a overall stronger team. Well this needs a lot of thinking I guess, maybe some ELO system is the solution.
Imagine your skill is displayed in the scoreboard. Some image at your name showing how skilled you are. Now one team is full of guys of very skilled people. Even a new player will know whats going on, its not like maybe they are better maybe not, maybe to many had been AFK or maybe just doing crap.
On Bunker servers we got a script which measures the kills per minute, KPM. and that works better then XP, but it does not reflect the engineers at all. Being hardcore engineer means to die a very lot mostly. That way its possible that all of them are on same team. Which results in a very fast ended map.
- Consider I don’t play professional or in a clan. I play basically on public only -