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Spawn system feedback 1.3.4
Byron Cavendish:
--- Quote from: awkm on December 05, 2013, 12:52:07 pm ---Basically, no logic changes can be made right now.
It's either fix spawn locations, or not ship the feature.
--- End quote ---
To use this as reference: no one asked for this system. We've been asking for spawn fixes since...May? Fjords and Dunes have been broken competitively in terms of immediate spawn locations. We have been quite clear that we want this fixed, it seems like this "feature" is something you guys want, not us.
BTW still love ya Eric we just need this stuff fixed
Subarco:
I'll just lay out a common scenario that happened last night when I was playing. I was in a sniping war with two Spires as a Mobula. After a good while, I got outgunned and died. Then I looked at the spawns and saw that I could spawn behind not only the two Spires, but the entire enemy team. My ship consisted of 1 Mercury and 4 Artemi. Result? Two spires almost immediately disabled and killed, and the other two ships weakened enough for my allies to finish off with no trouble. I backed off a little from the spawn, and sure enough the Spires spawned, but with their back towards me. Another quick disable and kill.
Before my initial death, the game was relatively equal in score, but that one spawn really threw off the balance between the teams. I suggest either disabling the ability to spawn in enemy territory entirely or have a longer timer to respawn.
Here's another scenario and common to crazy KoTH type games. Since there are "base" spawns now, often, one team gets a huge lead advantage by having the entire team spawn right next to the point and having all the time in the world to prepare for the enemy team that spawned all the way across the map from the point. The rest of the points may be contested fairly, but that initial spawn gives way too much to the team that spawns nearest to it.
I suggest the initial spawning for crazy KoTH type games to be like be scrambled and random like before this patch so that no team gets such a big advantage at the start.
Mod Josie:
It feels like giving up, and of course I don't know how GoI's code is archived from patch to patch - but is it not possible to roll-back parts of code that were implimented into the new build? For instance, is the code that is responsible for the end-of-match poses separately archived from the code that changes the spawn system? If the answer is yes, is it possible to revert the spawn system code back to how it was before the patch without corrupting the rest of the code?
I dislike my suggestion on the face of it, but at least that way changes to the system could be safely tested in the Dev App without keeping the current game in the state it's in at the moment. That said, i'm sure the hotfix on Monday will likely render my suggestion moot.
Gryphos:
Bottom line, Muse: No one likes this system, no one asked for this feature, and no amount of added things like 'ship proximity limits' or 'team bases' is going to fix that. The only thing people ever wanted was for the starting spawns on Fjords and Dunes to be fixed, that's all.
We all appreciate the way you thought this was a good idea, and only wanted to help. But please change it back.
Thomas:
Has anyone played Scrap under the new system? Personally I feel that change was really well done, or at least I think it was a change. I believe the old system had ships spawn at other sides of the map and race to the middle. When playing recently we spawned near the same side and had to race to the point while also being able to engage. It was a lot more intense and opened up some interesting new strategies.
In this particular instance I was careening like a mad-man towards the point as is standard practice, and one of my team mates had the idea to engage the enemy to slow them down so we could get to the point first. Overall it was a pretty intense match.
My initial reaction to the new spawn system was pretty negative, but I think it can be made to work with a few tweaks. I think the initial spawn on Desert Scrap is pretty good. Ships start in formation, fairly close to the enemy. Not close enough to start brawling immediately, but not far enough for sniping ships to feel comfortable. You put them about that distance apart with some clouds or terrain between them to prevent instant shootdowns, and you're off to a good start.
I don't think any player dislikes being able to choose their spawn. It's a nice feature. We just don't like being able to spawn immediately on top of each other. For the hotfix we can only change the spawn timer or locations (as far as I'm aware). We don't want the timer too long, so I think we should focus on locations.
Splitting the maps for teams seems like a good solution, even with the possible camping issue. Although I think it might be more interesting to cut it up into more than two pieces. For example:
The purple is the initial, which is supposed to represent where ships more or less spawn currently. Then the red and blue spots are where each team can respectively spawn. Canyon isn't all that much different from the current version. It's essentially bases +1 extra spawn well behind enemy lines. This is to give a general spawn area, and options for flanking without being able to spawn directly on top of them (most of the time).
I think ideally options are good, but you don't want too many options. Right now the maps are pretty saturated with spawn points, making it so much easier to spawn on your enemy.
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