Respawn system


(RasteRayzeR) #1

Right now there is no good reason to use suicide unless you team doesn’t work and you run out of ammo. Being offered a suicide option is great but currently has no real meaning from a strategic point of view.

Suggestion: to improve the strategic value of the suicide, would it be possible to make that if you wait too long before pressing k to suicide when the next wave is about to begin, you have to wait another full wave (just like in ET).

If waiting a full wave it too long, why not try to put a penalty for late suicide ? Something like 5 to 10 seconds of waiting (or a % depending on the wave period for the current objective).

With this I believe it would give back some strategic meaning to the suicide and probably unlock new opportunities. At the very least it imposes a choice to the player when he is down, and this is good because this is when you have time to think about strategy.

Opinions ? Ideas and suggestions ?


(Glottis-3D) #2

i thought about
“Force my respawn now!” with a cost of double respawn time next death. (with huge cooldown of this feature like 5 minuts.)

with a catchy name like “I barter my life”


(tokamak) #3

I’m not complaining about never having a good reason to use the emergency brake while on a train. And I’d certainly be against the rail company implementing any changes to their infrastructure just to make that emergency brake more meaningful.

On your suggestion however: Both ETQW and Brink have been very forgiving towards players tapping out too late. There was still a window of about 2 seconds to tap out after the respawn wave hit.

Does it deprive the meaning of well-timed tap outs? Definitely but at the same time it’s also just a service to the players. Harsher spawn waves and even penalties will only increase more opportunities for players to be frustrated with the game.


(RasteRayzeR) #4

The suicide was a game tactic in ET: you could win a match if you were wise enough to know when to suicide and when to continue. Suicide was good when you just captured an objective and want to spawn quickly at the new spawn for example. Also there should be a cost for waiting too long for a medic (I know Smooth doesn’t approve this :wink:) but it’s my opinion.


(Glottis-3D) #5

in a world with respawn waves this is inevitable feature (/kill i mean) if one wants fast pace.


(tokamak) #6

I can see the nostalgia behind those ‘features’ but I see these things mostly as relics that players figured out themselves to navigate around archaic mechanics. W:ET was ahead of it’s time but it also lacked a lot of polish to streamline the experience.

Redundancy isn’t always a bad thing, especially when it comes to unintended mechanics that were basically the result of unpolished design.


(Glottis-3D) #7

what is archaic in spawn-waves? it is just as legit as any other spawn system. it has its rules - just like all others.


(Mustang) #8

I really like that a late tap-out isn’t penalised with an extra 20-30 second wait, wouldn’t want to change this.

So for me it would be better to adjust the spawnwave mechanics, spawn timer or spawn locations instead.

It’s petty much a deliberate design decision that selfkill does not play an important role (which I approve of) but we asked for it as an option (which I also approve of for reasons like you mentioned, i.e. lack of teamwork in pubs) and they let us have it.


(RasteRayzeR) #9

[QUOTE=Mustang;495887]I really like that a late tap-out isn’t penalised with an extra 20-30 second wait, wouldn’t want to change this.

So for me it would be better to adjust the spawnwave mechanics, spawn timer or spawn locations instead.

It’s petty much a deliberate design decision that selfkill does not play an important role (which I approve of) but we asked for it as an option (which I also approve of for reasons like you mentioned, i.e. lack of teamwork in pubs) and they let us have it.[/QUOTE]

+1

I agree 20 to 30 seconds is too much to wait, hence my proposition to have a spawn penalty of maybe 5 seconds.


(tokamak) #10

Do keep in mind that such changes would take a lot of wind out of the sails of support classes. It’s fun for the players who merely want to kill, but short spawn timers would make all the players who commit to keeping their team alive completely redundant.

I think that’s a form of redundancy that should be avoided at all costs. There’s no inherent value in being able to use the suicide key wisely, but being a good support asset to your team, that should be among the most important parts of the game.


(prophett) #11

[QUOTE=RasteRayzeR;495952]+1

I agree 20 to 30 seconds is too much to wait, hence my proposition to have a spawn penalty of maybe 5 seconds.[/QUOTE]

5s is hardly a penalty…

If 20/30 is too long maybe trying 15/25 would work a little better.


(RasteRayzeR) #12

[QUOTE=prophett;495978]5s is hardly a penalty…

If 20/30 is too long maybe trying 15/25 would work a little better.[/QUOTE]

Maybe. But 5 seconds is already enough an incentive to make you choose because it can already annoy you. But I did propose to have maybe a % of the total respawn time. Would be better imo.