When a player dies


(LyndonL) #1

Hi guys,

I was wondering this the other day. What happens when a player dies?

Where do they respawn? Unlike most multiplayer games which are kinda arena based, you respawn at the base. This can’t work for Brink I would assume being as each level is progressive.

I’d say respawning at your teammates would be jarring being as you will most likely be in the thick of fire. L4D’s survivor closet system is possible but not the best implementation I can think of.

The weapon/class changing consoles would be the best place I can think of for respawns.


(alias) #2

the player goes to a virtual heaven… or hell. depending.

ontopic:
i dunno valid question.


(Senethro) #3

I guess new spawn points will become available as you move up the map, same as ETQW and TF2.


(alias) #4

but yes after consideration…

in Cod “in my opinion” its an eye for an eye spawning, you mostly get spawned too close too your killer.

i dont know brink team size, yet some safe spawning point could be wanted.


(Nail) #5

Brink is 8 v 8


(Lequis) #6

I just realized that Battlefield has amazing spawning, since it is set point or squad leader. Thank you, forums!

Srsly though, that wouldn’t be a bad idea. Only problem is idk if they have a beta/are taking input anymore.

How much buffer time do the publishers need between now and sept 7 if they want to both make changes and make the release date? (I’m asking because they have a little over six months.)


(H0RSE) #7

who’s to say Sept 7 is carved in stone?


(darthmob) #8

[QUOTE=Lequis;215166]I just realized that Battlefield has amazing spawning, since it is set point or squad leader.[/QUOTE]It makes sense in a game with relatively large maps where you can spend 40 seconds running to the frontline but not really in Brink. But then we didn’t see what you can do after you’ve been shot.


(tokamak) #9

There’s simply very little known yet what the mechanics behind death/revive etc are.

[QUOTE=Lequis;215166]I just realized that Battlefield has amazing spawning, since it is set point or squad leader. Thank you, forums!

Srsly though, that wouldn’t be a bad idea. Only problem is idk if they have a beta/are taking input anymore.
[/QUOTE]

And indeed, as Darthmob says, for large maps it’s a great thing but Brink has much smaller maps where you’re just never far from a fight.


(Xerxes52) #10

I would prefer this here. It worked great in ET:QW, especially when you could sneak into the enemy spawn and disable theirs!:infiltrator:


(DarkangelUK) #11

You possibly have your default initial spawn, and capturing command posts activates that as another spawn point option?


(Nail) #12

that’s what I was thinking as well


(Rahdo) #13

originally, command posts were going to have this function as well, but in the end it led to a lot of problems so we dropped it.

dying/respawning in brink works pretty much the same as previous et games: when you die, you wait for a revive or join the next spawn wave (we call them ‘reinforcement waves’ to make it sounds a little more ‘in fiction’). when you respawn, it’ll be at your team’s current spawn spot. as the map progresses and the attackers move forward/defenders fall back, new spawn zones are automatically chosen for the teams to keep them relatively close to the front line.

basically how it’s been done since assault on unreal (oh good memories there)


(.Chris.) #14

[QUOTE=Rahdo;215393]originally, command posts were going to have this function as well, but in the end it led to a lot of problems so we dropped it.

dying/respawning in brink works pretty much the same as previous et games: when you die, you wait for a revive or join the next spawn wave (we call them ‘reinforcement waves’ to make it sounds a little more ‘in fiction’). when you respawn, it’ll be at your team’s current spawn spot. as the map progresses and the attackers move forward/defenders fall back, new spawn zones are automatically chosen for the teams to keep them relatively close to the front line.

basically how it’s been done since assault on unreal (oh good memories there)[/QUOTE]

Can you still chose to spawn further back while on defense to make a tactical withdrawal when you clearly have lost an objective but still waiting for that particular stage to be finished.


(Exedore) #15

It’s something we experimented with, but ultimately it went away with the decision to not use capturable spawns.

All the spawns have multiple paths out, so if you want to fall back to the next objective it’s just a matter of which route you pick.


(dohfOs) #16

i second chris question. surely you have to be able to start at a spawn further back if you so wish?


(alias) #17

i second as well.
im not indifferent to have some sort of safe spawn point, yet more close to the action and thus less running towards the action is also cool.
i vote at least for both.


(LyndonL) #18

Thanks for answering that Rahdo!

Kinda similar to Battlefield 2 (dunno about other games, haven’t played any other BF games) where when you respawn you get a map and can choose a location on the map to start?


(Lequis) #19

I like the ability to spawn on leaders and branch off. Set spawns annoy me a little, and squad leaders are always in the frontlines if they play right. Sure you may be under fire when you spawn, but at the same time you are protected.


(Cankor) #20

It’s not needed if the spawn locations are close enough, and it’s a lot more predictable. If you’re down to one guy left at the objective you know killing that guy clears the objective, there’s no sudden appearance of a bunch or reinforcements out of nowhere.

SD has perfected the spawning mechanic in previous ET games, it works really well and it’s an integral part of the game dynamics. Don’t knock it if you haven’t tried it.