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Spawn System Rules
Pickle:
Watching a streamed match last night - several forum names playing and I remember Captain Phoenix had The Mars on the red team - there was a point in a 2v2 on Dunes where both blue ships were killed within a few seconds. They spawned on opposite sides of the map with the Red pack in the middle. Red were able to rush one of the Blue ships whilst the second did it's best to cross the map as his team mate was reversing away from him with Red in pursuit. He wasn't able to make it across before his team mate was killed, and he was now in a 2v1 situation himself.
That spawn cost the Blue team two kill points, with little they could have done about it. 5:0 and 5:1 victories on Dunes (and Fjords) are frequently less about skill, and more about the quick kill and random bad luck of the spawn. The quick kill could be said to be a degree of skill, but once the kills start going on the board the spawns but the slower team at a competitive disadvantage for the rest of the match.
Canyon and Duel have less of a problem, unless the fight has become centred on one of the spawn points of the losing side.
HamsterIV:
The 2v2 game is pretty balanced, but the 3v3 deathmatch is only tense for the first encounter, unless the winning team does something stupid. 3 ships represent an overwhelming amount of fire power. The spawn system proposed is a way of regrouping the teams after a combat so that they have a chance for the next combat. Ships can run off and do their own thing, but if they are smart they will stick together.
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