Rather than reply in the other thread that's mixed with a request for attrition, I'm posting here where the discussion can stay focused (or as focused as it ever will!)
I'm rarely unexpectedly vulched/spawn camped at a field, because I can 'look around' before I jump into a vehicle and see what's going on. If I jump out into a spawn camper's sights at the field, that's my fault, IMO, because I could have checked and didn't, or chose to spawn anyway. The problem for me has been spawning a GV at a remote spawn point - often I die before I get in gear, and there is no way to know before hand what's going on there. In response to the idea that the spawn area be randomized, I want to point out that I've been working on a map for submission for MA gameplay, and there is already a randomized area into which you spawn - and there would be issues associated with with trying to enlarge the random spawn area, because the spawn area needs to be onto grassy terrain, and the larger it is the less discretion you'd have in placing it, and the more difficulties you'd have with spawn point's crossing terrain grid cells.
What I'd like to suggest is an indicator - perhaps updated once every 2 minutes and 2 minutes "behind"- that shows that there are ( or were between 2 and 4 minutes ago) enemy vehicles within 2 miles of the center of the spawn point (perhaps the indicator could be that the square in the compass that you click to spawn in could turn red).
This way, a force could still control the spawn area effectively, but they couldn't do so unexpectedly - and the onus is then on the player to decide whether to "risk" spawning into what could be a camp, just as it is now when he/she chooses to spawn at a field (where he/she can readily check to determine if the area is overrun or not).
Discussion? Comments?
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Grue