Dynamic Respawn Invulnerability Suggestion


(Mjolnyr) #1

For certain maps, while the original respawn point is heavily surrounded by another side, massacre (a.k.a. “being spawnkilled”) occurs. For examples, the Allied Cabin at FuelDump, or the Axis Cabin at RailGun.

Since shrub has already provide us g_spawninvul cvar to adjust respawn invulnerability time period, I do think that dynamic adjustment of this cvar could provide more capability to enhance competitiveness of gameplay.

My thought is,

  1. While offence side is surrounded, it implies they are outpowered. If all offence side payers are dead, server gives them additional 1 more second for their invulnerability time. Offence side could take advantage of this benefit, and try to break through.
  2. If offence side acquires their 2nd respawn point, it implies that they are no longer surrounded, the extended invulnerability will be reset. 3. Maximum invulnerability period is capped as 1/2 reinforcement distance.

I do believe this mechanism can effectively prevent continueous spawnkilling in gameplay. Hope MOD writers could consider this, and give it a try.


(Vink) #2

So long as you can respawn in a game there will always be spawncamping which I have no problem with. I don’t think giving an extra second to the invulnerability will really help. I think all you can do is xpshuffle(rarely helps) or maybe if some of the top players switch around. Personally I don’t call support fire on the enemy spawn but I will use it at one of the entrances if the spawn has another way out of the spawn. I normally just wait for the map change & then try & get some vengence :clap:


(Roeligan) #3

Indeed… in some games (i used to play UT/UT2003) spawnkilling is NOT DONE. I was flubbergasted when playing RTCW and ET that it was accepted as a tactic (which it actualy is). The problem is, when you get pinned down to spawn… you made the mistake yourself!

Never get pinned down, and if they do pin you down, switch to panzer/mortar and blast your way through. With a bit of TP that shouldn’t be too hard (playing 8v8 or 9v9 like most publics).

On the other hand it might be useful for newb servers. Most players first go public, if the experience they encounter will be a spawnkilling fest, you’ll probably never see them again playing this game…

It has it’s pro’s and con’s


(TNCK) #4

Thats my biggest complaint about “spawnkilling”… If you kill me with a panzer or a flamer or a grenade at spawn, I’m a moron who deserved to die for letting you do it. When you are mowing down new players or in some cases, people playing their first FPS ever, you are going to keep them from enjoying the game, and thereby taking away people who could potentially enhance the community.

JMO

The quick version for people who don’t want to read all that:

  1. Spawnkilling people who can already play is fine.
  2. Spawnkilling new players is not helping the game any.

:moo:


(The_Jesus_Zeppelin) #5

ive been to a few servers that open broadcasted that spawn killing and xp whoring were valid tactics, and i dotn necisarrily agree with it, but if you have some people spwan camping you there are ways to figth against it, ivwe been pinned down before but ive alos fought my way out of spawn camping, so even though it is a fruitless tactic, there are many ways to prevent it. but in ut2003 the only reason there wasnt spawn killing is because it was an indepandant game and tis random spawns, even in team games thers not enough time to spawn kill, the game moves so fast theres just not enough time.


(Mjolnyr) #6

Frankly, my opinion is, only those who deserve being slaughtered will be slaughtered. But single-sided slaughtering is very boring. I’m not against spawnKilling. I do admit that spawnkilling in RtCW & ET is a kind of strategy. But I shall point out one thing: ‘constant spawnkilling’ is no strategy, it’s merely slaughter fest of little fun.

What I want in this suggestion is to enhance the fun in gameplay. Performing constant multikill with airstrikes / artillery bombardment, and having nothing to do until next enemy reinforcement, is no fun at all. With protection of extended invulnerability, the slaughtered team could have more chance to spread out and engage… but the extended protection won’t grant offence side tremendous advantage to win a cheap easy victory.

I just experimented this method on my server, and the result is somehow satisfying. Originally a team with veteran players can easily get approximately 150 frags by calling airstrikes at Seawall Battery, now can only handle 60 frags with that, no easy-fragging-with-single-airstrike anymore. The losing team still cannot win, but they aren’t spawnkilled, but died seperately.

I hope someday those who always whine about “being spawn-killed” could learn something from the truth. Without being spawnkilled, losers are still losers. Being spawn-killed, is not the reason to how they lost, but merely the ultimate result of their underpowered skill.