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Spawn system feedback 1.3.4
Sammy B. T.:
It is quite terrible both in implementation and concept.
1. There are seemingly no restrictions on proximity to other ships. This meant a brawl spire was able to spawn directly on top of my sniping ship. Brawling didn't just get a buff, sniping is now ridiculously under powered as you basically have to figure out an area without a spawn near it and as soon as you spawn, you have to run to it.
2. Even with proximity restrictions it is still a great buff to brawlers as it allows them to decide where to attack from.
3. If you implement a base type strategy, it massively buffs campers. If you're stronger on the right, you stay on the right, and vice versa. That would slow down the game massively.
I'm really upset that the conversation in the dev app was simply, how to implement choosing spawns instead of should we implement choosing spawns.
What is gained by choosing spawns? Every enemy spawn is now the worst case scenario spawn for you. I'll take a chance of an unlucky spawn over guaranteed superior enemy spawn.
Gryphos:
I have to agree with Sammy for the reasons he stated. Instead of implementing a spawn choice system, it would simply be better to improve the random spawn system.
Captain Smollett:
--- Quote from: Sammy B. T. on December 09, 2013, 01:04:03 pm ---3. If you implement a base type strategy, it massively buffs campers. If you're stronger on the right, you stay on the right, and vice versa. That would slow down the game massively.
--- End quote ---
Didn't campers always have that advantage in the original system?
Sammy B. T.:
There was still a chance they would be spawned on opposite ends of their side. Now they could always be right back to each other. It takes the previous advantage to whole new levels. Red Spawn in Canyon would be even more ridiculous.
RearAdmiralZill:
*Disclaimer: haven't played yet.*
Campers are going to camp. No system would really fix that unless it was a total random spawn that could end up on any point of the map, which would never fly anyway. I'd like to think the idea of bases would create for fairly large areas around initial spawns (larger than we had before) with some logic in there making it so if blue gets into red's spawn and gets a kill, the red ship can't spawn nearby (aka in gun range).
Only other thing I could think of is if you are killed in your spawn base/area, then your spawn counter is x times longer. Then you make a choice and promotes leaving the initial spawn area, which in that case wouldn't be so huge.
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