Main > Gameplay
Spawn system feedback 1.3.4
Thomas:
Well I watched a few fjords and canyon matches. Fjord actually seemed to fall into the 'spawning on top of each other category' where canyon played out like it always has (teams rush to the south of the canyon and keep engaging in that area). When red died, they'd have to respawn at the halfway point-ish, but blue was able to spawn on their tail. This was the case when the random spawns were in as well.
At fjords, ships respawned a little further, but the fighting seemed to flock towards the spawns, since they were still moderately close. This ended up with ships spawning at the same location one after another, which was a little comical to observe.
Mod Josie:
This new system has the unfortunate side-effect of encouraging suicide runs, especially during CP matches. A Squid that rushes in and gets killed no longer has any penalty for doing so as they can spawn straight back in just yards from the point. In the old system they would be forced to make their way back into the centre, costing them valuable time. This system negates that necessity.
In addition, the idea that two enemy ships that you just destroyed can now warp-drive themselves immediately onto your six to catch you unawares is unthinkable. In a real combat situation, you would at least have the time and the foresight to see those ships as they made their approach. This is not the case if it is possible to spawn in immediately where you were and continue the fight.
While throwing a little curve-ball into the action and pacing of the game is a good idea - this is just too eclectic. A good ship doesn't have time between killing a powerful enemy and having it mortaring their hull to pieces. They don't have the time or the space to repair before the next onslaught. This is completely unfair on that ship. It penalties them for being successful in the dogfight and gives the unsuccessful ship the ability to finish off their killer before they've had time to blink and repair their components.
I played a few hours-worth of matches with many close clanmates tonight, and we made a pact between captains not to spawn in too close because it ruined the strategy and fun of killing and being killed. If we are forced to do that to make it fun then something is deeply wrong - let alone the fact that the system is too easy to abuse.
Dutch Vanya:
At the very least choosing spawns could be a match setting like scramble right?
RearAdmiralZill:
At no point should there ever be a choice of spawn system. It would just lead to people making lobbies with whichever spawn system benefited their strategy. Not everything can have an option unfortunately.
Mod Josie:
--- Quote from: Dutch Vanya on December 09, 2013, 07:09:49 pm ---At the very least choosing spawns could be a match setting like scramble right?
--- End quote ---
I wouldn't mind seeing that - the idea that there is a specific game type that is designed for more rapid, fast paced and high octane play is a great one. However, its place is not the regular deathmatch.
It is guaranteed that your enemy will abuse their power to warp in to right where you just killed them, giving you next to no advantage for killing them in the first place. It is guaranteed that they will spawn exactly where they need to, almost giving them an advantage for dying first. How is that even resemblant of 'fair' or tactical?
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