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Spawn system feedback 1.3.4
awkm:
Everyone complained about the old spawn system too and just got used to it.
We can't pull the feature in a week anyway. I'd rather attempt to fix it and make it better, see how that goes, before pulling out a lot of work (which also takes a lot of work).
The Djinn:
Barring a distance-based spawning algorithm like the one I've suggested, and assuming that we're trying to fix a "Captain's Choice" spawning algorithm...
For one thing, there has to be some system in effect to prevent spawning within a given proximity of an enemy. Killing an enemy ship should net you a distinct advantage, not a 15-20 second window before a full health brawling Pyramidion spawns behind you. It's well worth having a zone of "can't spawn here" to force this: after all, you usually know where your enemies are when you die, and 15-20 seconds isn't enough time for them to radically change position on the map.
I'd also recommend that spawn locations be increased in number, and the available spawns be psudeo-randomized each time. A game I was in recently involved us killing enemy ships, remembering the "good" spawns near us, and simply waiting for them. By psudeo-randomizing the available spawns near a fight you help prevent the situation where ships always pick the most effective spawn and then take the exact same path into the fight, which helps decrease the repetitive nature of fights that I've experienced in the current build. Alternatively, lock out spawns, preventing you from simply spawning at the same point repeatedly.
Thomas:
I almost like the idea of team spawn zones, but to me that feels as if it promotes camping. What about creating 2 or 3 different areas on the map per team, disabling zones where enemies are present?
So if one team decides to camp at their own spawn area in order to get back into the fight faster after going down, it will spawn them in one of the other zones on the map; making them have to fly back to assist the remaining team mate instead of spawning on top of the enemies head.
----
I think this brings up an important point about player complaints and suggestions.
What we tend to complain about is things that give us a disadvantage. We didn't like the random spawns because we'd end up getting unlucky spawns and be forced to fly across the whole map. We don't like this system because even though we can spawn wherever we want (and we love that) is that so can our enemies. You'll notice most players bringing up 'spawning right behind me/on top of me' and not 'I spawned right behind them/on top of them'.
Right now the system -is- fair, extremely so. It even helps newer players do better against veterans, as they can spawn in ideal locations and get the drop on them. So it's much much harder to get that 5-0 score. The old system was also fair, but the random element could make it tip one way or another.
The Djinn:
--- Quote from: Thomas on December 10, 2013, 02:12:32 pm ---You'll notice most players bringing up 'spawning right behind me/on top of me' and not 'I spawned right behind them/on top of them'.
--- End quote ---
I actually have a huge issue with this as well. I don't feel like I have a *choice* of spawns: there's always one that's clearly best, and that's usually the one that puts me right down on my opponent's blind side and within my gun range. I don't find it particularly fair when it's done against me (when I'm most aware of it), but I also don't find it fair to know pop into existence behind an enemy spire and have my Carronade pointed immediately at his balloon either.
awkm:
@Thomas: Very astute observations, and is exactly the pros and cons of each system. We think the new system is a step in the right direction because randomness and tipping matches just because of that randomness is pretty silly.
By moving towards limited spawns and bases, I think we can move the system away from this "extremely fair" situation. Sure, you'll be able to spawn on top of people if they're in your 'base'. Sure, you'll be able to get spawned on top of if you're in their 'base'. This is the only situation where it can tip, if you are in each other's respective spawns. I believe that the coming improvements will focus battles near the center of the two bases.
This limited choice will also help eliminate the obvious-choice problem as well. Since battles are likely to occur near the center and base spawn are behind the lines of scrimmage, it's a decision of what direction you want to approach combat from and at what distance.
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