please give us spawnchoice


(Bloodbite) #21

To be fair, most small-map FPS’s don’t have the amount of sideways and alleys that you do in the current set of maps in this game. Adding multiple spawn points could make it impossible to hold objectives from insta-flank maneuvers. Not saying I’m against selectable spawns, just doesn’t seem as straight forward a thing to include as some people are saying in this thread.

But with that aside, limiting everyone to one spawn point makes it possible for spawn camping at certain stages in any given map. It might not seem possible with a pair of properly fleshed out teams, but in those matches where it’s a handful of people plodding along, waiting for more to join, it could happen. Or rather, it will happen. Some people can’t help themselves when it comes to multiplay griefing.

The anti spawn camp turrets in ETQW and Brink were superb design choices.


(Ruben0s) #22

That it was hard for new players in ET I can understand, but that’s because it wasn’t really clear in the limbo menu that you could select a spawnpoint. Right now they can make selecting a spawn really easy, just like they did with selecting a class.


(Jonny_Hex) #23

The more I think about it the more I like the idea of selectable spawns, but (and that’s a big but, btw), it’s not likely to happen soon.


(attack) #24

well im happy to hear that .its alright as long it will come .


(Mustang) #25

No thanks.


(nailzor) #26

If maps were a bit more advanced there would be more opportunity for this.

IE: The offense spawns at one side of the map, there is a capturable spawn point half way through the map in the center, and the main objective being to grab EV ammo from the opposite side of the map (at defense spawn area) and bring it allllllll the way back to the original offense spawn to deliver them.

So if the map was linear:

Left(offense spawn) ------------------------------ Middle(capturable spawn for offense) ----------------------------- Right(defense spawn)

If the offense is running back the EV ammo they may choose to spawn at their original spawn to make sure the area is clear for delivery and that no pesky defense members have slipped through.

**Current map example: Imagine if the last offensive stage of Camden was not to blow something up, but to grab EV ammo from the area that is currently a destructible objective and take it back to a previous stage in the map. The defense if sneaky enough would have quite a couple ways that they could slip someone through to attempt to cut you off etc. Then offense could try to spawn at a previous offense stage spawn point and help assist with running the ammo.


(Protekt1) #27

[QUOTE=nailzor;467980]If maps were a bit more advanced there would be more opportunity for this.

IE: The offense spawns at one side of the map, there is a capturable spawn point half way through the map in the center, and the main objective being to grab EV ammo from the opposite side of the map (at defense spawn area) and bring it allllllll the way back to the original offense spawn to deliver them.

So if the map was linear:

Left(offense spawn) ------------------------------ Middle(capturable spawn for offense) ----------------------------- Right(defense spawn)

If the offense is running back the EV ammo they may choose to spawn at their original spawn to make sure the area is clear for delivery and that no pesky defense members have slipped through.

**Current map example: Imagine if the last offensive stage of Camden was not to blow something up, but to grab EV ammo from the area that is currently a destructible objective and take it back to a previous stage in the map. The defense if sneaky enough would have quite a couple ways that they could slip someone through to attempt to cut you off etc. Then offense could try to spawn at a previous offense stage spawn point and help assist with running the ammo.[/QUOTE]

My thoughts were pertaining to the map design as they are atm. I could see some use on some objectives. Most of the objectives don’t really give reason to back off the front lines though. If they had a secondary spawn that would be nice, because some of the spawns are kinda meh and it would be easier to attack from multiple directions. I could see the value in that.


(mortis) #28

Can we make changes via scripting? Not that I would do such a thing… :wink:


(mortis) #29

This was something I loved about W:ET, and although the objectives are more progressive these days, selectable spawns are for the win. I added so many of these via etpro scripts, many times just to alleviate congestion and to facilitate flanking in SW mode…


(Protekt1) #30

Yeah I can definitely support this. Before I was thinking narrowly to existing spawns. But they should 100% do this, also adding more spawn points per map per area. Just been playing tactical intervention and I love having choice of spawn a great deal. Maps would need some adjustments but would be well well worth it.


(k1ruaa) #31

Yeah I think it would add a lot to this game to have spawn choices. Especially to fall back early when needed to organize the next defense.


(ImageOmega) #32

Hearing this type of feedback is awesome Jonny_Hex. Regardless of how things may turn out it is important to us little ol’ forum posters to hear that you guys like our ideas and suggestions. Sometimes I read SD replies as a brick wall going up to what we post about as if everything has been written in stone or we are wrong or lacking for our perception and opinions.

I could care less about spawn choice honestly as I think it is a very minor detail with how maps currently are. Now if we were doing multiple objectives on one map then I think spawn choice would be a must. Maybe this becomes a case by case scenario? And regarding UI, what about selectable points over the mini map in the limbo menu? Not sure if that is something easy to overlay selectable items on that map.


(Jonny_Hex) #33

[QUOTE=ImageOmega;468115]Hearing this type of feedback is awesome Jonny_Hex. Regardless of how things may turn out it is important to us little ol’ forum posters to hear that you guys like our ideas and suggestions. Sometimes I read SD replies as a brick wall going up to what we post about as if everything has been written in stone or we are wrong or lacking for our perception and opinions.

I could care less about spawn choice honestly as I think it is a very minor detail with how maps currently are. Now if we were doing multiple objectives on one map then I think spawn choice would be a must. Maybe this becomes a case by case scenario? And regarding UI, what about selectable points over the mini map in the limbo menu? Not sure if that is something easy to overlay selectable items on that map.[/QUOTE]

Nice to hear you like that I like the idea :slight_smile:

We certainly don’t want you to feel that everything is set in stone, or feel like you’re talking to a wall. I hope you all know that we value all of your constructive feedback, suggestions and ideas for features which might improve the game. Because we do. That’s a fact, it’s not even up for debate!

Regarding the implementation, yes, adding the selection functionality to overhead map in the limbo menu is exactly what I’d do, but first we have a whole front end to build for the game: intuitive character selection, options screen, character customisation, server browser and pre-game lobby, to name a few key elements. Also, 3D visualisation for customisation (skins, weapons, characters, etc), and an interface for meaningful account progression options. Then there’s end of match unlocks, drops and rewards, in-game chat and friends UI. Not to mention the fact that some of these things need to be tied into a store back end and user facing interface. That’s a lot of stuff right there.

So yes we listen, we like, we hate as well sometimes, but we value what you guys say, regardless of whether or not we agree. Over the next few months you’re going see some dramatic changes in the front end menus and general user experience. But it won’t all happen overnight, and we will expect your feedback on that as well as in-game/core mechanics. And for that we are truly grateful.


(shaftz0r) #34

after quite a few pugs over the past few weeks, ive personally decided that spawn points absolutely needs to happen. just a basic option to fall back early is imperative for competition. hell, its imperative to make sure a pub doesnt get steamrolled. so many times 2 phases will fall purely because you cant spawn back and the current spawn forces you to get camped, allowing attackers to rush forward. This is an absolute must, and honestly, far more important than a pretty gui and skins


(INF3RN0) #35

For this to make sense we’d need the forward spawn to act as a secondary spawn point rather than a forward spawn point in that sense. It should still be spawning you a bit closer to the obj, but it shouldn’t always be the primary spawn choice. If anything it can be used to break up the defense’s focus a bit by allowing for more split offensive pushes when under control.

Regardless forward spawns on all maps would be really great.


(shaftz0r) #36

im personally shocked that they didnt add command posts or more capturable spawns


(Jonny_Hex) #37

Quite sure I already explained where we are with this.