Speed or Distanced Based Spawn Stagger...


(PixelTwitch) #1

I am sure I have at some point posted something about this in the past but I could not for the life of me find it. However, I have added to the idea so could be good to get some fresh opinions on it.

Right now, the spawn positions seem rather random. Sometimes you will spawn right near the exit of your spawn area and other times at the back. I would like to see heavier (slower) Mercs ALWAYS spawn ahead (closer to exits) than lighter Mercs OR have a 0.75 second delay across speeds and keep the positions random. You could also have it so if only light Mercs are respawning they spawn at the front but if heavier Mercs are spawning in the same wave the lights get a further back spawn.

This is basically to enable public players to understand who has respawned with them and be close to each other when reaching the active battlefield. Currently if lets say 3 light Mercs spawn at the front of spawn and a Rhino at the back of spawn, there is a good chance the 3 light Mercs will…
A) Not know a rhino is behind them
B) Reach the action zone before the Rhino

This is especially important due to the ability to align the times all Mercs on a team reach a combat zone. Also, light Mercs will no longer spawn ahead of potential extra Ammo from their team.

Overall its a rather small change that should encourage a little more team work.


(Szakalot) #2

Very nice idea!

I’d keep it to just spawn position’s , don’t like the solution of delaying one player’s spawning time vs. another’s.

The only issue I see on pubs, is that players decide when they spawn (in SW you get forced back into the game). Which would make this solution seemingly impossible to implement.


(Glottis-3D) #3

yes it was suggested earlier. and i like the idea.


(PixelTwitch) #4

na just as the clock strikes 0 the game will have alloted you your spawn position. Sure it may mean the heavy ends up behind the the light again but it does not break the overall concept. The idea is to make it better for people that are just cycling though attack die attack die and constantly clicking to respawn. The difference between the front and back of Victoria for instance is just under 4 seconds so there is a rather decent barrier for error there.

Trainyard is 3 seconds, Whitechapel is 1.5seconds (just talking about first spawn positions for attackers)


(montheponies) #5

Number one reason for spawns not grouping is there is no enforced spawnwave. Fix that first.

Having heavies to the front is a nice to have - counter argument being they are all in the way and clogging up your ‘scouts’ from sprinting forward at the start of a match - to be honest either way not fussed.

Slightly delaying others classes from spawning i’m less keen on - just because it feels like again we’re coming up with ways of dealing with shortfalls that should be addressed more fundamentally somewhere else - Szakalot’s post covers a lot of the points on teamwork.


(PixelTwitch) #6

I agree with you both.

The only real reason I even mentioned the delay was because it would likely be the easiest way to test the beifits of such a system without going all out and coding in positions for each map at the start.