[QUOTE=PixelTwitch;497424]I just wish that rather then everyone telling me that the spawn system in them games is great… I want them to tell me why its great…
Like the elephant in the room here is that you could do the greatest push in human history as an attacker totally wipe out the enemy team and start planting the bomb within a 2 second window! But because you killed them just at the wrong time… your whole push is wasted because they just so happened to be getting killed when its 3 seconds till next respawn.
The system I am suggesting would at least allow you as an attacker when you have a player get picked off on the way to the point can choose to push in regardless and respawn when the guy that got picked off respawns in 20 seconds… OR you can hold up wait till 15 seconds have passed then bum rush the defenders triggering their 30 second respawn on 1 or 2 players and then have all your players back up at the same time.
adds a whole level of tactics… Makes pushing as attackers more viable and makes kills mean so much more…
Please enlighten me…
What was/is so great about the ET/ETQW way of handling it that I am missing?[/QUOTE]
Dunno if this one has been adressed allready. And even tho I am not sure it was the bestand most efficient way spawn were taken care off, I think it was atleast a verry good way.
While attacking you had to think about cancelling a push, and starting with a whole new wave, or just maybe wait for one or two people to respawn. Also you had to keep the enemy spawn in mind, and timing your attacks to the spawn of your enemies. While defending you had certain people to respawn, because no amo, really low health or you needed an specific objective… There were so many ways, how you could play arround with the spawn… it was allways like in ice hockey - and the better the team was, the more fluent the respawns and coordianted pushes or defenses were. Of course you can do the same, the way you described it, but it won´t be a hard decission anymore, or at least in many cases it will be just “oh whatever we have same spawn anyways”.
Also what you forget, is that you sometimes have to respawn for a good reason, like you need more amo, one more medic or maybe to get the right class to do the objective as fast as possible. There are many reasons, why you want to just respawn, and then you have to wait for 30secs? I sould rather push out, try to kill/gib someone, until my respawn timer hits 0, and then respawn. Thats just one example, and I dont see how this opens more tactical options, it at most gives the same, and just cuts off some of the “old” spawn mechanics.
And if it comes to “oldschool players” ideas, I doubt someone who hasn´t played objective based FPS for thousands of hours can give the same kind of feedback. Telling SD not to listen to it, is like telling everyone who just tries to help, that he is not being objective about this, what would be rather generalized.
Without those people, who are actually one of the few you see normally in those forums, and also in the game, the game wouldn´t be the way it is, and how you enjoy it (± things you see different, or what SD hasn´t changed yet). I don´t want to imagine, how this game would look like, without those old players. We would play some stupid ass objectives, with instagibing weapons (well thats the case anyways somehow^^), with a movement system where a jump equals you hiting an invisible wall and stuff that is common in popular shooters like CS, BF or CoD but simply doesn´t work in a objective based fast paced game like Xt was supposed to be from the start.
This whole spawning discussion, is actually a good example. Many people don´t imagine how much you can work with those spawns and spawn timers, as a team and how much tactical depth it gives to the game while not hurting pub or casual aspects of the game. I at least think that pub play will be much more of a grindfest, once you have all the players at once on the map. coming in in one wave lol, the maps will brake apart :)… But how the game is working out right now, I totally feel like any intersting spawn mechanic will be replaced with something straight forward, that no one has to think off, just like what you suggested… like they did with objective classes allready.
Rather then any spawn, or minor gameplay changes, I´d like to see some maps that can actually allow 10-16 players to experience the game at it´s highest potential. This would actually really help 