Thoughts on Dirty bombs Spawn system


(attack) #41

[QUOTE=strychzilla;468151]That Dystopia approach doesn`t sound too bad, it is worth trying at least. Just to make sure I understand.

You are gibbed - Spawn wave starts at 10 seconds.
2 of your teammates are gibbed - Spawn time is increased by x seconds per gib.
Everyone spawns at the same time (<— most important thing atm.)

/kill would be a 3 - 10 second penalty (in this scenario.) That doesn’t sound too bad and may be a healthy compromise.

Edit: Numbers would need to be tweaked to work with the maps/speed of the game.[/QUOTE] thats sounds for new players confusing.
i want to be able to predict how long i have to wait


(ailmanki) #42

[QUOTE=Humate;468181]None of the tactical decisions players can make in the game currently are in any way complex.
Flanking, bait and switch, counters, class composition, formation - all simple stuff.
And yes even maximising one’s time in-game is also pretty simple. So what? :)[/QUOTE]

Chess is a very simple game too, its the chain of actions which make it potentially complex.


(shaftz0r) #43

i have no issue trying something new out, but if i had my druthers, i would just use the rtcw/et spawn system. not even trying to hold onto old games and not progress, i just feel it’s been proven to be the best, even if a lack of spawnpoints does diminish the importance of timers a little.


(Hundopercent) #44

[QUOTE=attack;468204]thats sounds for new players confusing.
i want to be able to predict how long i have to wait[/QUOTE]

Thats actually quite straight forward. The TF2 one is a bit more complex and the community understands it.


(DarkangelUK) #45

I’m wondering if there are any plans to have the player jump to spec if he’s gibbed? It’s boring as hell just lying there doing nothing every single time in the full knowledge that you can’t be revived.


(Grissi) #46

I’m pretty sure they will be adding all that stuff when they get closer to open beta. Currently the game has a lot of other little things that needs working on.