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Spawn system feedback 1.3.4

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Spud Nick:

--- Quote from: awkm on December 09, 2013, 11:43:35 am ---We know it's not perfect and are planning to make improvement on it over time.  There is some functionality that got missed between the lead time from engineering to design testing which we'll be adding in soon.

Most likely, the system will stay and move towards each map having a concept of "bases."  The concept is best demonstrated in the current Fjords and Canyons.  Teams will initially spawn in their 'base' and only have access to their side of the map's related spawn points.  Due to a lack of functionality, larger maps like Dunes has you initially spawn in a tight pack with your team but also allow you to spawn on the other side of the map.  This will likely change later.

Either way, we are open to your comments.

--- End quote ---

That should work to stop the crazy spawn flanking going on but still give players the choice to spawn closer or father away from the action.

The Djinn:
I'd personally like to see it removed until a better implementation is found: having Brawler Pyramidions spawn directly BEHIND my sniping Spire is...annoying. I haven't played a KotH yet, but I'm concerned about those game modes as well.

My biggest pet peeve is that there's always an "ideal" spawn point and, unless a fight moves across the map, ships always come in from the same angle: the fastest approach from a spawn to the current fight. It makes fights predictable and repetitive, which I severely dislike.

I'd much prefer an automated spawn that doesn't take map "sides" into account, and instead relies on enemy proximity to keep spawns distant from the enemies (if no surviving ally is near them) or a moderate distance from enemies (if your ally is still in combat). This helps reset fights without leading to a constant stream of 1v2s (as if your ally is still in a fight you'll spawn closer to them than you would if they're also dead).

Byron Cavendish:
The Gents may be refraining from competitive games for now until this is changed.

Piemanlives:

--- Quote from: The Djinn on December 09, 2013, 11:09:12 pm ---I'd personally like to see it removed until a better implementation is found: having Brawler Pyramidions spawn directly BEHIND my sniping Spire is...annoying. I haven't played a KotH yet, but I'm concerned about those game modes as well.

My biggest pet peeve is that there's always an "ideal" spawn point and, unless a fight moves across the map, ships always come in from the same angle: the fastest approach from a spawn to the current fight. It makes fights predictable and repetitive, which I severely dislike.

I'd much prefer an automated spawn that doesn't take map "sides" into account, and instead relies on enemy proximity to keep spawns distant from the enemies (if no surviving ally is near them) or a moderate distance from enemies (if your ally is still in combat). This helps reset fights without leading to a constant stream of 1v2s (as if your ally is still in a fight you'll spawn closer to them than you would if they're also dead).

--- End quote ---

I personally like the idea of this, for instance after death the game chooses a spawn within a ring at x distance from enemy ships should an allied vessel be within x proximity of an enemy vessel, should an allied vessel not be within x distance of an enemy vessel the game chooses a spawn within a ring x distance of an allied vessel.

Chango:
Spawn Selection needs to be taken out of the maps were 'bases' have not been pinned. I tried 4v4 tonight and it was pure chaos. I would hotfix those map's spawn select asap because it has made those maps broken.

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