why god why?


(damocles) #1

Why on earth do people fubar the respawn times on servers? IK was just playing on a server where the times had been recduced and playing as Allies on Oasis it was near impossible to win. As soon as you fight your way to the guns, the axis have already respawned and are about to gun you down.

What is it with moron server admins that think they know better than the designers of the maps? These maps have undergone testing and have had their spawn times set accoridngly.


(Englander) #2

I think its their way of making it into a frag only game,wich of course sux.
Usually find these types of servers have FF off as well,so people can spam flamers or arty/air strikes all over without giving a F@?K.I just put them into the n00b player servers/admins category.

Oh well thank god there are some good servers out there.


(Gambit) #3

people still whine about long spawns. free game=open to asses.

default times work fine…if your team is working for you.
:banghead:


(Kendle) #4

On one of the servers I admin, we’ve increased the defending team re-spawn to 35 seconds (so that’s Axis for all except Railgun), and it works wonders. It especially brings balance to Fueldump and Battery where Axis will always beat Allies if the teams are evenly matched using default spawn times.

Reducing them is silly, but increasing defending team respawns gives the attacking team a fighting chance of pressing any advantage they may gain.


(damocles) #5

Although that sounds good in practice, I can’t help wondering if it would affect the play. Part of the fun of being the attacking team is that you have to work in a team and fight against the odds. I guess that a mere 5 seconds extra on the axis side wouldn’t hurt that feeling and would probably make for a fun game. Also, it stops spawn campers using the spawn timer to plan grenade strikes.


(Miles Teg) #6

I think that spawn times could reasonably be adjusted according to the number of players on the server.

Simply put, lower spawn times and many players benefit the defenders; long spawn times and few players benefit the attackers. Playing with friends over a LAN recently, we around four players per side, and we made the games more tense and closely fought by reducing the spawn times by about five or ten seconds. I can see that it might work well in reverse on large servers, which with equally skilled teams are practically impossible for the attackers to win - it’s nice to have something that is a challenge for both teams.

If I go dreaming slightly, I could envision a setting which would make the game alter the spawn times according to numbers of players . . .

:moo:


(damocles) #7

If I go dreaming slightly, I could envision a setting which would make the game alter the spawn times according to numbers of players . . .

Why not suggest that to shrub or Bani? It would be a good feature if servers would alter times between rounds depending upon the number of starting players. Server admins coulkd set a maximum amount that was added or removed form each side’s spawn time according to a percentage of the maximum number of players per side.


(Miles Teg) #8

Why not suggest that to shrub or Bani? It would be a good feature if servers would alter times between rounds depending upon the number of starting players. Server admins coulkd set a maximum amount that was added or removed form each side’s spawn time according to a percentage of the maximum number of players per side.

There are 2 problems with that:

  1. I don’t know the addresses of and am not registered at their forums (a total case of laziness . . .)

  2. It would probably require a lot of testing to get it balanced. And would you adjust the spawn times of both sides, or leave the attackers with a constant 20 seconds and slide the defenders’ time up and down (probably the former, but it could work either way)?


You’ve encouraged me, though. I’ll now probably deliberate about suggesting for a couple of weeks, be too lazy/nervous to actually do so, and then forget about it.

In the meantime, though, I’ll put this question to the forum:
What numbers of people on each side (of similar skill levels) provide a balanced game (50% chance of each side winning) with the standard spawn times? 8v8? Part of the problem might also be that with two teams of disorganised n00bs the attackers are more likely to win than with two teams the same size but of well-coordinated players.

Blah.